Shader "NOT_Lonely/NOT_Lonely_Decals" {
	Properties {
		_Color ("Main Color", Vector) = (1,1,1,1)
		_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
		_BumpMap ("Normalmap", 2D) = "bump" {}
		_SpecColor ("SpecColor", Vector) = (1,1,1,1)
		_Specular ("Specular", Range(0.01, 1)) = 1
		_Gloss ("Gloss", Range(0, 1)) = 1
	}
	SubShader {
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
		Pass {
			Name "FORWARD"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
			Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
			ColorMask RGB -1
			ZWrite Off
			GpuProgramID 30667
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_3_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_5_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					float u_xlat16;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat2 = vec4(u_xlat16) * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat2.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat4;
					    u_xlat1 = u_xlat0 * u_xlat2.wwzw + u_xlat1;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat1.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat2.y * u_xlat2.y;
					    u_xlat15 = u_xlat2.x * u_xlat2.x + (-u_xlat15);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					int u_xlati15;
					float u_xlat16;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat2 = vec4(u_xlat16) * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat2.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat4;
					    u_xlat1 = u_xlat0 * u_xlat2.wwzw + u_xlat1;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat1.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat2.y * u_xlat2.y;
					    u_xlat15 = u_xlat2.x * u_xlat2.x + (-u_xlat15);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_3_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_5_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_5_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat13;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat3 = vec4(u_xlat13) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat13;
					float u_xlat18;
					int u_xlati18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat3 = vec4(u_xlat13) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat13;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat3 = vec4(u_xlat13) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat13;
					float u_xlat18;
					int u_xlati18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat3 = vec4(u_xlat13) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat4.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat4.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat4.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat4.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_5_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					float u_xlat8;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat4.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat3 = u_xlat4.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat13);
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4.x = u_xlat3.y * u_xlat3.y;
					    u_xlat4.x = u_xlat3.x * u_xlat3.x + (-u_xlat4.x);
					    u_xlat1 = u_xlat3.ywzx * u_xlat3;
					    u_xlat2.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat2.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat2.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat4.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					float u_xlat8;
					int u_xlati8;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati8 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati8 + 1) / 4][(u_xlati8 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati8 / 4][u_xlati8 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati8 + 2) / 4][(u_xlati8 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati8 + 3) / 4][(u_xlati8 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat4.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat3 = u_xlat4.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat13);
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4.x = u_xlat3.y * u_xlat3.y;
					    u_xlat4.x = u_xlat3.x * u_xlat3.x + (-u_xlat4.x);
					    u_xlat1 = u_xlat3.ywzx * u_xlat3;
					    u_xlat2.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat2.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat2.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat4.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					float u_xlat8;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat4.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat3 = u_xlat4.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat13);
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4.x = u_xlat3.y * u_xlat3.y;
					    u_xlat4.x = u_xlat3.x * u_xlat3.x + (-u_xlat4.x);
					    u_xlat1 = u_xlat3.ywzx * u_xlat3;
					    u_xlat2.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat2.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat2.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat4.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					float u_xlat8;
					int u_xlati8;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati8 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati8 + 1) / 4][(u_xlati8 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati8 / 4][u_xlati8 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati8 + 2) / 4][(u_xlati8 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati8 + 3) / 4][(u_xlati8 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat4.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat3 = u_xlat4.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat13);
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4.x = u_xlat3.y * u_xlat3.y;
					    u_xlat4.x = u_xlat3.x * u_xlat3.x + (-u_xlat4.x);
					    u_xlat1 = u_xlat3.ywzx * u_xlat3;
					    u_xlat2.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat2.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat2.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat4.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_5_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat4 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    u_xlat2.xyz = vec3(u_xlat4) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat4 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    u_xlat2.xyz = vec3(u_xlat4) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat1.xyz = vec3(u_xlat16) * u_xlat1.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec3 u_xlat6;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat6.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat6.z;
					    vs_TEXCOORD3.z = u_xlat6.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat1.xyz = vec3(u_xlat16) * u_xlat1.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec3 u_xlat6;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat6.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat6.z;
					    vs_TEXCOORD3.z = u_xlat6.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.zxy * u_xlat5.yzx + (-u_xlat4.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat16) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat5.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat5.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat5.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat5.x;
					    u_xlat10 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat10 * (-u_xlat5.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat1.xyz = vec3(u_xlat16) * u_xlat1.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec3 u_xlat6;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat6.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat6.z;
					    vs_TEXCOORD3.z = u_xlat6.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat1.xyz = vec3(u_xlat16) * u_xlat1.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec3 u_xlat6;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat6.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat6.z;
					    vs_TEXCOORD3.z = u_xlat6.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.zxy * u_xlat5.yzx + (-u_xlat4.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat16) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat5.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat5.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat5.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat5.x;
					    u_xlat10 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat10 * (-u_xlat5.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec2 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.zxy * u_xlat5.yzx + (-u_xlat4.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat16) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat5.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat5.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat5.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat5.x;
					    u_xlat10 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat10 * (-u_xlat5.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec2 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec2 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.zxy * u_xlat5.yzx + (-u_xlat4.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat16) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat5.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat5.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat5.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat5.x;
					    u_xlat10 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat10 * (-u_xlat5.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec2 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					int u_xlati10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati10 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati10 + 1) / 4][(u_xlati10 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati10 / 4][u_xlati10 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati10 + 2) / 4][(u_xlati10 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati10 + 3) / 4][(u_xlati10 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					int u_xlati10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati10 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati10 + 1) / 4][(u_xlati10 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati10 / 4][u_xlati10 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati10 + 2) / 4][(u_xlati10 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati10 + 3) / 4][(u_xlati10 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlat0 = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					int u_xlati10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati10 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati10 + 1) / 4][(u_xlati10 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati10 / 4][u_xlati10 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati10 + 2) / 4][(u_xlati10 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati10 + 3) / 4][(u_xlati10 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlat0 = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					int u_xlati10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati10 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati10 + 1) / 4][(u_xlati10 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati10 / 4][u_xlati10 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati10 + 2) / 4][(u_xlati10 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati10 + 3) / 4][(u_xlati10 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat4.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat6.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    u_xlat5.xyz = u_xlat6.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat4.zxy * u_xlat6.yzx + (-u_xlat5.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat19) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat6.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat6.x;
					    vs_TEXCOORD3.x = u_xlat6.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat6.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat6.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat6.x;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    u_xlat5.xyz = vec3(u_xlat7) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.zxy * u_xlat5.yzx + (-u_xlat6.xyz);
					    u_xlat7 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = vec3(u_xlat7) * u_xlat6.xyz;
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7 = u_xlat2.y * unity_StereoMatrixV[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4].z;
					    u_xlat7 = unity_StereoMatrixV[u_xlati14 / 4][u_xlati14 % 4].z * u_xlat2.x + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4].z * u_xlat2.z + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4].z * u_xlat2.w + u_xlat7;
					    u_xlat14 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat14 * (-u_xlat7);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat4.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat6.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    u_xlat5.xyz = u_xlat6.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat4.zxy * u_xlat6.yzx + (-u_xlat5.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat19) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat6.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat6.x;
					    vs_TEXCOORD3.x = u_xlat6.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat6.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat6.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat6.x;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    u_xlat5.xyz = vec3(u_xlat7) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.zxy * u_xlat5.yzx + (-u_xlat6.xyz);
					    u_xlat7 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = vec3(u_xlat7) * u_xlat6.xyz;
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7 = u_xlat2.y * unity_StereoMatrixV[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4].z;
					    u_xlat7 = unity_StereoMatrixV[u_xlati14 / 4][u_xlati14 % 4].z * u_xlat2.x + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4].z * u_xlat2.z + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4].z * u_xlat2.w + u_xlat7;
					    u_xlat14 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat14 * (-u_xlat7);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat4.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat6.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    u_xlat5.xyz = u_xlat6.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat4.zxy * u_xlat6.yzx + (-u_xlat5.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat19) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat6.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat6.x;
					    vs_TEXCOORD3.x = u_xlat6.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat6.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat6.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat6.x;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    u_xlat5.xyz = vec3(u_xlat7) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.zxy * u_xlat5.yzx + (-u_xlat6.xyz);
					    u_xlat7 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = vec3(u_xlat7) * u_xlat6.xyz;
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7 = u_xlat2.y * unity_StereoMatrixV[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4].z;
					    u_xlat7 = unity_StereoMatrixV[u_xlati14 / 4][u_xlati14 % 4].z * u_xlat2.x + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4].z * u_xlat2.z + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4].z * u_xlat2.w + u_xlat7;
					    u_xlat14 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat14 * (-u_xlat7);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat4.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat6.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    u_xlat5.xyz = u_xlat6.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat4.zxy * u_xlat6.yzx + (-u_xlat5.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat19) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat6.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat6.x;
					    vs_TEXCOORD3.x = u_xlat6.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat6.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat6.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat6.x;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    u_xlat5.xyz = vec3(u_xlat7) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.zxy * u_xlat5.yzx + (-u_xlat6.xyz);
					    u_xlat7 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = vec3(u_xlat7) * u_xlat6.xyz;
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7 = u_xlat2.y * unity_StereoMatrixV[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4].z;
					    u_xlat7 = unity_StereoMatrixV[u_xlati14 / 4][u_xlati14 % 4].z * u_xlat2.x + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4].z * u_xlat2.z + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4].z * u_xlat2.w + u_xlat7;
					    u_xlat14 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat14 * (-u_xlat7);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat4.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat4.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat4.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat4.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat3 = u_xlat6.xxxx * u_xlat3.xyzz;
					    u_xlat6.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat6.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat6.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat3.y * u_xlat3.y;
					    u_xlat6.x = u_xlat3.x * u_xlat3.x + (-u_xlat6.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat4.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat2);
					    u_xlat4.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat2);
					    u_xlat4.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat2);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat6.xxx + u_xlat4.xyz;
					    u_xlat2 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat4 = u_xlat3.yyyy * u_xlat2;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat5 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat5 * u_xlat3.xxxx + u_xlat4;
					    u_xlat3 = u_xlat1 * u_xlat3.wwzw + u_xlat4;
					    u_xlat2 = u_xlat5 * u_xlat5 + u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat2 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat2.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat2.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat3 = u_xlat6.xxxx * u_xlat3.xyzz;
					    u_xlat6.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat6.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat6.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat3.y * u_xlat3.y;
					    u_xlat6.x = u_xlat3.x * u_xlat3.x + (-u_xlat6.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat4.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat2);
					    u_xlat4.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat2);
					    u_xlat4.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat2);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat6.xxx + u_xlat4.xyz;
					    u_xlat2 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat4 = u_xlat3.yyyy * u_xlat2;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat5 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat5 * u_xlat3.xxxx + u_xlat4;
					    u_xlat3 = u_xlat1 * u_xlat3.wwzw + u_xlat4;
					    u_xlat2 = u_xlat5 * u_xlat5 + u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat2 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat2.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat2.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_5_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat4 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    u_xlat2.xyz = vec3(u_xlat4) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat4 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    u_xlat2.xyz = vec3(u_xlat4) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat11;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat0) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0 = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat11;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_8_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_9_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat11;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat11;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat11;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat0) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0 = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat11;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_8_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_9_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat11;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat11;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_3_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati15;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati15 / 4][u_xlati15 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat3.y * u_xlat3.y;
					    u_xlat0.x = u_xlat3.x * u_xlat3.x + (-u_xlat0.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_5_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati12;
					int u_xlati18;
					float u_xlat21;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat4.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat21 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat21) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat2.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					float u_xlat16;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat2 = vec4(u_xlat16) * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat2.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat4;
					    u_xlat1 = u_xlat0 * u_xlat2.wwzw + u_xlat1;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat1.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat2.y * u_xlat2.y;
					    u_xlat15 = u_xlat2.x * u_xlat2.x + (-u_xlat15);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					int u_xlati15;
					float u_xlat16;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat2 = vec4(u_xlat16) * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat2.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat4;
					    u_xlat1 = u_xlat0 * u_xlat2.wwzw + u_xlat1;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat1.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat2.y * u_xlat2.y;
					    u_xlat15 = u_xlat2.x * u_xlat2.x + (-u_xlat15);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_3_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_5_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_5_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat20;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    u_xlat18 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat20 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3 = vec4(u_xlat20) * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat3.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat2 * u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat2 * u_xlat3.xxxx + u_xlat5;
					    u_xlat2 = u_xlat0 * u_xlat3.wwzw + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat3.y * u_xlat3.y;
					    u_xlat18 = u_xlat3.x * u_xlat3.x + (-u_xlat18);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat4.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat4.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat4.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat4.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_5_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					float u_xlat8;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD5 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat4.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat3 = u_xlat4.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat13);
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4.x = u_xlat3.y * u_xlat3.y;
					    u_xlat4.x = u_xlat3.x * u_xlat3.x + (-u_xlat4.x);
					    u_xlat1 = u_xlat3.ywzx * u_xlat3;
					    u_xlat2.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat2.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat2.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat4.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					float u_xlat8;
					int u_xlati8;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati8 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati8 + 1) / 4][(u_xlati8 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati8 / 4][u_xlati8 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati8 + 2) / 4][(u_xlati8 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati8 + 3) / 4][(u_xlati8 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD5 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat4.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat3 = u_xlat4.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat13);
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4.x = u_xlat3.y * u_xlat3.y;
					    u_xlat4.x = u_xlat3.x * u_xlat3.x + (-u_xlat4.x);
					    u_xlat1 = u_xlat3.ywzx * u_xlat3;
					    u_xlat2.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat2.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat2.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat4.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					float u_xlat8;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD5 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat4.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat3 = u_xlat4.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat13);
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4.x = u_xlat3.y * u_xlat3.y;
					    u_xlat4.x = u_xlat3.x * u_xlat3.x + (-u_xlat4.x);
					    u_xlat1 = u_xlat3.ywzx * u_xlat3;
					    u_xlat2.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat2.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat2.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat4.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					float u_xlat8;
					int u_xlati8;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati8 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati8 + 1) / 4][(u_xlati8 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati8 / 4][u_xlati8 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati8 + 2) / 4][(u_xlati8 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati8 + 3) / 4][(u_xlati8 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD5 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat4.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat3 = u_xlat4.xxxx * u_xlat3.xyzz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat4.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat4.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat13);
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4.x = u_xlat3.y * u_xlat3.y;
					    u_xlat4.x = u_xlat3.x * u_xlat3.x + (-u_xlat4.x);
					    u_xlat1 = u_xlat3.ywzx * u_xlat3;
					    u_xlat2.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat2.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat2.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat4.xxx + u_xlat2.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_5_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat4 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    u_xlat2.xyz = vec3(u_xlat4) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat4 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    u_xlat2.xyz = vec3(u_xlat4) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat1.xyz = vec3(u_xlat16) * u_xlat1.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec3 u_xlat6;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat6.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat6.z;
					    vs_TEXCOORD3.z = u_xlat6.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat1.xyz = vec3(u_xlat16) * u_xlat1.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec3 u_xlat6;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat6.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat6.z;
					    vs_TEXCOORD3.z = u_xlat6.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.zxy * u_xlat5.yzx + (-u_xlat4.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat16) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat5.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat5.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat5.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat5.x;
					    u_xlat10 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat10 * (-u_xlat5.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat1.xyz = vec3(u_xlat16) * u_xlat1.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec3 u_xlat6;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat6.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat6.z;
					    vs_TEXCOORD3.z = u_xlat6.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat1.xyz = vec3(u_xlat16) * u_xlat1.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec3 u_xlat6;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat6.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat6.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat6.z;
					    vs_TEXCOORD3.z = u_xlat6.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat5 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat5 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.zxy * u_xlat5.yzx + (-u_xlat4.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat16) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat5.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat5.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat5.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat5.x;
					    u_xlat10 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat10 * (-u_xlat5.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec2 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.zxy * u_xlat5.yzx + (-u_xlat4.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat16) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat5.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat5.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat5.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat5.x;
					    u_xlat10 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat10 * (-u_xlat5.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec2 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec2 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.zxy * u_xlat5.yzx + (-u_xlat4.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat16) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat5.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat5.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat5.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat5.x;
					    u_xlat5.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat5.x;
					    u_xlat10 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat10 * (-u_xlat5.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec2 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy;
					    vs_TEXCOORD7.xy = u_xlat0.xy;
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlat0.xz = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD6 = u_xlat3.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6 = u_xlat2.y * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat6 = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z * u_xlat2.x + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z * u_xlat2.z + u_xlat6;
					    u_xlat6 = unity_StereoMatrixV[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4].z * u_xlat2.w + u_xlat6;
					    u_xlat18 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat18 * (-u_xlat6);
					    vs_TEXCOORD5.xy = u_xlat0.xz;
					    vs_TEXCOORD7.xy = u_xlat0.xz;
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD7.zw = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					int u_xlati10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati10 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati10 + 1) / 4][(u_xlati10 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati10 / 4][u_xlati10 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati10 + 2) / 4][(u_xlati10 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati10 + 3) / 4][(u_xlati10 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					int u_xlati10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati10 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati10 + 1) / 4][(u_xlati10 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati10 / 4][u_xlati10 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati10 + 2) / 4][(u_xlati10 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati10 + 3) / 4][(u_xlati10 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0 = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					int u_xlati10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati10 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati10 + 1) / 4][(u_xlati10 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati10 / 4][u_xlati10 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati10 + 2) / 4][(u_xlati10 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati10 + 3) / 4][(u_xlati10 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0 = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					float u_xlat10;
					int u_xlati10;
					float u_xlat16;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati10 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati10 + 1) / 4][(u_xlati10 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati10 / 4][u_xlati10 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati10 + 2) / 4][(u_xlati10 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati10 + 3) / 4][(u_xlati10 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat4 = u_xlat5.xxxx * u_xlat4.xyzz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat5.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat5.xyz);
					    u_xlat16 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat16);
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat5.x = u_xlat4.y * u_xlat4.y;
					    u_xlat5.x = u_xlat4.x * u_xlat4.x + (-u_xlat5.x);
					    u_xlat1 = u_xlat4.ywzx * u_xlat4;
					    u_xlat3.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat1);
					    u_xlat3.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat1);
					    u_xlat3.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat5.xxx + u_xlat3.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat4.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat6.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    u_xlat5.xyz = u_xlat6.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat4.zxy * u_xlat6.yzx + (-u_xlat5.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat19) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat6.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat6.x;
					    vs_TEXCOORD3.x = u_xlat6.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat6.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat6.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat6.x;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    u_xlat5.xyz = vec3(u_xlat7) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.zxy * u_xlat5.yzx + (-u_xlat6.xyz);
					    u_xlat7 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = vec3(u_xlat7) * u_xlat6.xyz;
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7 = u_xlat2.y * unity_StereoMatrixV[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4].z;
					    u_xlat7 = unity_StereoMatrixV[u_xlati14 / 4][u_xlati14 % 4].z * u_xlat2.x + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4].z * u_xlat2.z + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4].z * u_xlat2.w + u_xlat7;
					    u_xlat14 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat14 * (-u_xlat7);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat4.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat6.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    u_xlat5.xyz = u_xlat6.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat4.zxy * u_xlat6.yzx + (-u_xlat5.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat19) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat6.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat6.x;
					    vs_TEXCOORD3.x = u_xlat6.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat6.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat6.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat6.x;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    u_xlat5.xyz = vec3(u_xlat7) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.zxy * u_xlat5.yzx + (-u_xlat6.xyz);
					    u_xlat7 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = vec3(u_xlat7) * u_xlat6.xyz;
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7 = u_xlat2.y * unity_StereoMatrixV[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4].z;
					    u_xlat7 = unity_StereoMatrixV[u_xlati14 / 4][u_xlati14 % 4].z * u_xlat2.x + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4].z * u_xlat2.z + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4].z * u_xlat2.w + u_xlat7;
					    u_xlat14 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat14 * (-u_xlat7);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat4.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat6.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    u_xlat5.xyz = u_xlat6.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat4.zxy * u_xlat6.yzx + (-u_xlat5.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat19) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat6.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat6.x;
					    vs_TEXCOORD3.x = u_xlat6.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat6.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat6.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat6.x;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    u_xlat5.xyz = vec3(u_xlat7) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.zxy * u_xlat5.yzx + (-u_xlat6.xyz);
					    u_xlat7 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = vec3(u_xlat7) * u_xlat6.xyz;
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7 = u_xlat2.y * unity_StereoMatrixV[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4].z;
					    u_xlat7 = unity_StereoMatrixV[u_xlati14 / 4][u_xlati14 % 4].z * u_xlat2.x + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4].z * u_xlat2.z + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4].z * u_xlat2.w + u_xlat7;
					    u_xlat14 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat14 * (-u_xlat7);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat3.xyz = vec3(u_xlat21) * u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat3.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					vec3 u_xlat7;
					int u_xlati12;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat6 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat4.xyz = vec3(u_xlat6) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat7.zxy * u_xlat4.yzx + (-u_xlat5.xyz);
					    u_xlat6 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat6) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat4.z;
					    vs_TEXCOORD1.z = u_xlat7.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat4.x;
					    vs_TEXCOORD3.x = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat7.z;
					    vs_TEXCOORD3.z = u_xlat7.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    u_xlat0.xyz = u_xlat0.xzw + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat0.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.x = u_xlat2.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat2.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat2.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat2.w + u_xlat0.x;
					    u_xlat6 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat6 * (-u_xlat0.x);
					    vs_TEXCOORD5.zw = vec2(0.0, 0.0);
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_4[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat4.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat6.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    u_xlat5.xyz = u_xlat6.xyz * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat4.zxy * u_xlat6.yzx + (-u_xlat5.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat5.xyz = vec3(u_xlat19) * u_xlat5.xyz;
					    vs_TEXCOORD1.y = u_xlat5.x;
					    vs_TEXCOORD1.x = u_xlat6.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat6.x;
					    vs_TEXCOORD3.x = u_xlat6.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat5.y;
					    vs_TEXCOORD3.y = u_xlat5.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat6.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat6.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat2.y * unity_MatrixV[1].z;
					    u_xlat6.x = unity_MatrixV[0].z * u_xlat2.x + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[2].z * u_xlat2.z + u_xlat6.x;
					    u_xlat6.x = unity_MatrixV[3].z * u_xlat2.w + u_xlat6.x;
					    u_xlat12 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat12 * (-u_xlat6.x);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
						vec4 unused_0_3;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[25];
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_LightmapSTArray;
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[4];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					out float vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 << 1;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat4.xyz = vec3(u_xlat21) * u_xlat4.xyz;
					    u_xlat5.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat5.xyz;
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    u_xlat5.xyz = vec3(u_xlat7) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.zxy * u_xlat5.yzx + (-u_xlat6.xyz);
					    u_xlat7 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = vec3(u_xlat7) * u_xlat6.xyz;
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat5.z;
					    vs_TEXCOORD1.z = u_xlat4.y;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat5.x;
					    vs_TEXCOORD3.x = u_xlat5.y;
					    vs_TEXCOORD2.z = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat4.x;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    vs_TEXCOORD4.xyz = u_xlat1.xyz * unity_ShadowFadeCenterAndType.www;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7 = u_xlat2.y * unity_StereoMatrixV[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4].z;
					    u_xlat7 = unity_StereoMatrixV[u_xlati14 / 4][u_xlati14 % 4].z * u_xlat2.x + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4].z * u_xlat2.z + u_xlat7;
					    u_xlat7 = unity_StereoMatrixV[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4].z * u_xlat2.w + u_xlat7;
					    u_xlat14 = (-unity_ShadowFadeCenterAndType.w) + 1.0;
					    vs_TEXCOORD4.w = u_xlat14 * (-u_xlat7);
					    vs_TEXCOORD5.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    vs_TEXCOORD5.xy = in_TEXCOORD1.xy * unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_LightmapSTArray.zw;
					    vs_TEXCOORD6 = u_xlat3.z;
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD7.zw = u_xlat3.zw;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat4.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat4.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat4.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat4.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat4.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD5 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat3 = u_xlat6.xxxx * u_xlat3.xyzz;
					    u_xlat6.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat6.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat6.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat3.y * u_xlat3.y;
					    u_xlat6.x = u_xlat3.x * u_xlat3.x + (-u_xlat6.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat4.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat2);
					    u_xlat4.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat2);
					    u_xlat4.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat2);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat6.xxx + u_xlat4.xyz;
					    u_xlat2 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat4 = u_xlat3.yyyy * u_xlat2;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat5 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat5 * u_xlat3.xxxx + u_xlat4;
					    u_xlat3 = u_xlat1 * u_xlat3.wwzw + u_xlat4;
					    u_xlat2 = u_xlat5 * u_xlat5 + u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat2 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat2.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat2.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					int u_xlati6;
					float u_xlat12;
					int u_xlati12;
					float u_xlat19;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati6 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD5 = u_xlat2.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati6].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati6 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati6].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 1)].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati6 + 2)].xyz);
					    u_xlat6.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat3 = u_xlat6.xxxx * u_xlat3.xyzz;
					    u_xlat6.xyz = u_xlat2.xyz * u_xlat3.wxy;
					    u_xlat6.xyz = u_xlat3.ywx * u_xlat2.yzx + (-u_xlat6.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat19);
					    vs_TEXCOORD1.y = u_xlat6.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat6.y;
					    vs_TEXCOORD3.y = u_xlat6.z;
					    vs_TEXCOORD2.z = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat3.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat6.x = u_xlat3.y * u_xlat3.y;
					    u_xlat6.x = u_xlat3.x * u_xlat3.x + (-u_xlat6.x);
					    u_xlat2 = u_xlat3.ywzx * u_xlat3;
					    u_xlat4.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat2);
					    u_xlat4.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat2);
					    u_xlat4.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat2);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat6.xxx + u_xlat4.xyz;
					    u_xlat2 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat4 = u_xlat3.yyyy * u_xlat2;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat5 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat5 * u_xlat3.xxxx + u_xlat4;
					    u_xlat3 = u_xlat1 * u_xlat3.wwzw + u_xlat4;
					    u_xlat2 = u_xlat5 * u_xlat5 + u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat2 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat2.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat2.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_4_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_5_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat4 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    u_xlat2.xyz = vec3(u_xlat4) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat4 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    u_xlat2.xyz = vec3(u_xlat4) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat2.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat0) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0 = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_8_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_9_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					float u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat3.xyz = vec3(u_xlat0) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat0) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0 = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati0 = u_xlati0 << 3;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)];
					    u_xlat5.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati0 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati0 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat5.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat5.y;
					    vs_TEXCOORD3.w = u_xlat5.z;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat3 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat3 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[40];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_6_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_8_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_9_1[14];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat14;
					int u_xlati14;
					float u_xlat22;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati7 = u_xlati0 << 3;
					    u_xlati0 = u_xlati0 * 7;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)];
					    u_xlat1.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati14 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati14 + 1) / 4][(u_xlati14 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati14 / 4][u_xlati14 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati14 + 2) / 4][(u_xlati14 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati14 + 3) / 4][(u_xlati14 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati7].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati7 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati7].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 1)].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati7 + 2)].xyz);
					    u_xlat7.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat4 = u_xlat7.xxxx * u_xlat4.xyzz;
					    u_xlat7.xyz = u_xlat3.xyz * u_xlat4.wxy;
					    u_xlat7.xyz = u_xlat4.ywx * u_xlat3.yzx + (-u_xlat7.xyz);
					    u_xlat22 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat22);
					    vs_TEXCOORD1.y = u_xlat7.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat4.x;
					    vs_TEXCOORD1.w = u_xlat1.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.w = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat7.y;
					    vs_TEXCOORD3.y = u_xlat7.z;
					    vs_TEXCOORD2.z = u_xlat4.y;
					    vs_TEXCOORD3.w = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat4.w;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat7.x = u_xlat4.y * u_xlat4.y;
					    u_xlat7.x = u_xlat4.x * u_xlat4.x + (-u_xlat7.x);
					    u_xlat3 = u_xlat4.ywzx * u_xlat4;
					    u_xlat5.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBrArray, u_xlat3);
					    u_xlat5.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBgArray, u_xlat3);
					    u_xlat5.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHBbArray, u_xlat3);
					    u_xlat0.xyz = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.xyz * u_xlat7.xxx + u_xlat5.xyz;
					    u_xlat3 = (-u_xlat1.yyyy) + unity_4LightPosY0;
					    u_xlat5 = u_xlat4.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat6 = (-u_xlat1.xxxx) + unity_4LightPosX0;
					    u_xlat1 = (-u_xlat1.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat6 * u_xlat4.xxxx + u_xlat5;
					    u_xlat4 = u_xlat1 * u_xlat4.wwzw + u_xlat5;
					    u_xlat3 = u_xlat6 * u_xlat6 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat1);
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat3.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_LightColor[3].xyz * u_xlat1.www + u_xlat1.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = u_xlat2.z;
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati14 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati14].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati14].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat1;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_2_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_2_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_7_1[16];
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_DynamicLightmapSTArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					int u_xlati10;
					float u_xlat17;
					void main()
					{
					    u_xlati0 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati5 = u_xlati0 << 3;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.xy + unity_Builtins2Array.unity_Builtins2Array.unity_DynamicLightmapSTArray.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)];
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat2 = u_xlat1 + unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)];
					    u_xlat0.xzw = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 3)].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati5].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 1)].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati5 + 2)].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 1)].yzx;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati5].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati5 + 2)].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat5 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5 = inversesqrt(u_xlat5);
					    u_xlat3.xyz = vec3(u_xlat5) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat5 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat5) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.w = u_xlat0.z;
					    vs_TEXCOORD3.w = u_xlat0.w;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat10;
					float u_xlat16;
					bool u_xlatb16;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlatb16 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb16){
					        u_xlatb16 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat6.xyz * vec3(u_xlat0) + u_xlat5.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat10;
					float u_xlat16;
					bool u_xlatb16;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlatb16 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb16){
					        u_xlatb16 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat6.xyz * vec3(u_xlat0) + u_xlat5.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" }
					"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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat12;
					float u_xlat19;
					bool u_xlatb19;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat12;
					float u_xlat19;
					bool u_xlatb19;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat4.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * vec3(u_xlat12) + u_xlat0.xyz;
					    u_xlat3 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat3.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat4.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * vec3(u_xlat12) + u_xlat0.xyz;
					    u_xlat3 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat3.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat14;
					float u_xlat21;
					float u_xlat22;
					bool u_xlatb22;
					void main()
					{
					    u_xlat7.x = vs_TEXCOORD1.w;
					    u_xlat7.y = vs_TEXCOORD2.w;
					    u_xlat7.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat7.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat3.z = sqrt(u_xlat22);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat22 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat3.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat4.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat21 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat14, u_xlat7.x);
					        u_xlat4.x = min(u_xlat21, u_xlat7.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(u_xlat5, u_xlat3);
					        u_xlat5.y = dot(u_xlat6, u_xlat3);
					        u_xlat5.z = dot(u_xlat4, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(unity_SHAr, u_xlat3);
					        u_xlat5.y = dot(unity_SHAg, u_xlat3);
					        u_xlat5.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat4 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat4);
					    u_xlat6.y = dot(unity_SHBg, u_xlat4);
					    u_xlat6.z = dot(unity_SHBb, u_xlat4);
					    u_xlat7.x = u_xlat3.y * u_xlat3.y;
					    u_xlat7.x = u_xlat3.x * u_xlat3.x + (-u_xlat7.x);
					    u_xlat7.xyz = unity_SHC.xyz * u_xlat7.xxx + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat5.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat22 = log2(u_xlat4.w);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.y;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat22);
					    u_xlat5 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat22 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat22 = u_xlat22 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat22);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat8.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat8.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat8.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat3.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_9[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat14;
					float u_xlat21;
					float u_xlat22;
					bool u_xlatb22;
					void main()
					{
					    u_xlat7.x = vs_TEXCOORD1.w;
					    u_xlat7.y = vs_TEXCOORD2.w;
					    u_xlat7.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat7.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat3.z = sqrt(u_xlat22);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat22 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat3.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat4.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat21 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat14, u_xlat7.x);
					        u_xlat4.x = min(u_xlat21, u_xlat7.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(u_xlat5, u_xlat3);
					        u_xlat5.y = dot(u_xlat6, u_xlat3);
					        u_xlat5.z = dot(u_xlat4, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(unity_SHAr, u_xlat3);
					        u_xlat5.y = dot(unity_SHAg, u_xlat3);
					        u_xlat5.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat4 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat4);
					    u_xlat6.y = dot(unity_SHBg, u_xlat4);
					    u_xlat6.z = dot(unity_SHBb, u_xlat4);
					    u_xlat7.x = u_xlat3.y * u_xlat3.y;
					    u_xlat7.x = u_xlat3.x * u_xlat3.x + (-u_xlat7.x);
					    u_xlat7.xyz = unity_SHC.xyz * u_xlat7.xxx + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat5.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat22 = log2(u_xlat4.w);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.y;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat22);
					    u_xlat5 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat22 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat22 = u_xlat22 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat22);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat8.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat8.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat8.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat3.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat5.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = vec3(u_xlat12) * u_xlat5.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat5.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = vec3(u_xlat12) * u_xlat5.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat0.x = u_xlat0.w * u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat0.z = sqrt(u_xlat6);
					    u_xlat1.x = dot(vs_TEXCOORD1.xyz, u_xlat0.xyz);
					    u_xlat1.y = dot(vs_TEXCOORD2.xyz, u_xlat0.xyz);
					    u_xlat1.z = dot(vs_TEXCOORD3.xyz, u_xlat0.xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat1 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat2 = log2(u_xlat1.w);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.y;
					    u_xlat2 = exp2(u_xlat2);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat2);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat6);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat0.x = u_xlat0.w * u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat0.z = sqrt(u_xlat6);
					    u_xlat1.x = dot(vs_TEXCOORD1.xyz, u_xlat0.xyz);
					    u_xlat1.y = dot(vs_TEXCOORD2.xyz, u_xlat0.xyz);
					    u_xlat1.z = dot(vs_TEXCOORD3.xyz, u_xlat0.xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat1 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat2 = log2(u_xlat1.w);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.y;
					    u_xlat2 = exp2(u_xlat2);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat2);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat6);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_8[2];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat1.z = sqrt(u_xlat16);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.x = vs_TEXCOORD1.w;
					        u_xlat8.y = vs_TEXCOORD2.w;
					        u_xlat8.z = vs_TEXCOORD3.w;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat7.xyz : u_xlat8.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat2.y * 0.25;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat7.x, u_xlat3.x);
					        u_xlat2.x = min(u_xlat8.x, u_xlat7.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat1);
					        u_xlat3.y = dot(u_xlat4, u_xlat1);
					        u_xlat3.z = dot(u_xlat2, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat1);
					        u_xlat3.y = dot(unity_SHAg, u_xlat1);
					        u_xlat3.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat4.x = dot(unity_SHBr, u_xlat2);
					    u_xlat4.y = dot(unity_SHBg, u_xlat2);
					    u_xlat4.z = dot(unity_SHBb, u_xlat2);
					    u_xlat16 = u_xlat1.y * u_xlat1.y;
					    u_xlat16 = u_xlat1.x * u_xlat1.x + (-u_xlat16);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat16 = log2(u_xlat3.w);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.y;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat16 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat16);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_8[2];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat1.z = sqrt(u_xlat16);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.x = vs_TEXCOORD1.w;
					        u_xlat8.y = vs_TEXCOORD2.w;
					        u_xlat8.z = vs_TEXCOORD3.w;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat7.xyz : u_xlat8.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat2.y * 0.25;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat7.x, u_xlat3.x);
					        u_xlat2.x = min(u_xlat8.x, u_xlat7.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat1);
					        u_xlat3.y = dot(u_xlat4, u_xlat1);
					        u_xlat3.z = dot(u_xlat2, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat1);
					        u_xlat3.y = dot(unity_SHAg, u_xlat1);
					        u_xlat3.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat4.x = dot(unity_SHBr, u_xlat2);
					    u_xlat4.y = dot(unity_SHBg, u_xlat2);
					    u_xlat4.z = dot(unity_SHBb, u_xlat2);
					    u_xlat16 = u_xlat1.y * u_xlat1.y;
					    u_xlat16 = u_xlat1.x * u_xlat1.x + (-u_xlat16);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat16 = log2(u_xlat3.w);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.y;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat16 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat16);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _Color;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat4;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat9 = log2(u_xlat0.w);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat9);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = min(u_xlat9, 1.0);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat1.z = sqrt(u_xlat9);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat10 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat10 = u_xlat10 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat10);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat9);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat4.x = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xxx;
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _Color;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat4;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat9 = log2(u_xlat0.w);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat9);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = min(u_xlat9, 1.0);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat1.z = sqrt(u_xlat9);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat10 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat10 = u_xlat10 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat10);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat9);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat4.x = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xxx;
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_10;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_10;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat18 = (-u_xlat16) + u_xlat18;
					    u_xlat16 = unity_ShadowFadeCenterAndType.w * u_xlat18 + u_xlat16;
					    u_xlat16 = u_xlat16 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb18)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat10.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat10.xy);
					    u_xlat5.x = u_xlat5.x + (-u_xlat4.x);
					    u_xlat5.x = u_xlat16 * u_xlat5.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat3.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat6.xyz * vec3(u_xlat0) + u_xlat5.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat10;
					float u_xlat16;
					int u_xlati16;
					float u_xlat18;
					bool u_xlatb18;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlati16 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati16 / 4][u_xlati16 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati16 + 1) / 4][(u_xlati16 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati16 + 2) / 4][(u_xlati16 + 2) % 4].z;
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat18 = (-u_xlat16) + u_xlat18;
					    u_xlat16 = unity_ShadowFadeCenterAndType.w * u_xlat18 + u_xlat16;
					    u_xlat16 = u_xlat16 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb18)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat10.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat10.xy);
					    u_xlat5.x = u_xlat5.x + (-u_xlat4.x);
					    u_xlat5.x = u_xlat16 * u_xlat5.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat3.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat6.xyz * vec3(u_xlat0) + u_xlat5.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec2 u_xlat12;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb21)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat6.x = u_xlat6.x + (-u_xlat4.x);
					    u_xlat6.x = u_xlat19 * u_xlat6.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec2 u_xlat12;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb21)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat6.x = u_xlat6.x + (-u_xlat4.x);
					    u_xlat6.x = u_xlat19 * u_xlat6.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat6.x = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat6.x + u_xlat1.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat6.x = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat6.x + u_xlat1.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat12.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat12.x = sqrt(u_xlat12.x);
					    u_xlat12.x = (-u_xlat25) + u_xlat12.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat12.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat12.x = (-u_xlat4.x) + 1.0;
					    u_xlat25 = u_xlat25 * u_xlat12.x + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat12.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat12.x = sqrt(u_xlat12.x);
					    u_xlat12.x = (-u_xlat25) + u_xlat12.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat12.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat12.x = (-u_xlat4.x) + 1.0;
					    u_xlat25 = u_xlat25 * u_xlat12.x + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat9.x = (-u_xlat2.x) + 1.0;
					    u_xlat12 = u_xlat12 * u_xlat9.x + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat9.x = (-u_xlat2.x) + 1.0;
					    u_xlat12 = u_xlat12 * u_xlat9.x + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.x = unity_MatrixV[0].z;
					    u_xlat0.y = unity_MatrixV[1].z;
					    u_xlat0.z = unity_MatrixV[2].z;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = sqrt(u_xlat9);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat3.x = (-u_xlat0.x) + u_xlat9;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat3.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat3.x = min(u_xlat3.x, 1.0);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat3.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat3.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat10 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.x = u_xlat3.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6 = log2(u_xlat2.w);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.y;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(u_xlat6);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat10);
					    u_xlat1.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat3.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat2.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = min(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[5];
						vec4 unity_ShadowColor;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = sqrt(u_xlat9);
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat3.x = (-u_xlat0.x) + u_xlat9;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat3.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat3.x = min(u_xlat3.x, 1.0);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat3.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat3.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat10 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.x = u_xlat3.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6 = log2(u_xlat2.w);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.y;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(u_xlat6);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat10);
					    u_xlat1.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat3.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat2.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = min(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat14;
					float u_xlat19;
					float u_xlat20;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.z = sqrt(u_xlat19);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat9.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = (-u_xlat3.x) + u_xlat9.x;
					    u_xlat3.x = unity_ShadowFadeCenterAndType.w * u_xlat9.x + u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat2.x + u_xlat3.x;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat20 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat14, u_xlat8.x);
					        u_xlat3.x = min(u_xlat20, u_xlat8.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat1);
					        u_xlat4.y = dot(u_xlat5, u_xlat1);
					        u_xlat4.z = dot(u_xlat3, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat1);
					        u_xlat4.y = dot(unity_SHAg, u_xlat1);
					        u_xlat4.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat3 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat5.x = dot(unity_SHBr, u_xlat3);
					    u_xlat5.y = dot(unity_SHBg, u_xlat3);
					    u_xlat5.z = dot(unity_SHBb, u_xlat3);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat8.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat5.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat4.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat19 = log2(u_xlat3.w);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.y;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat19);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat19);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat7 * u_xlat1.x;
					    u_xlat1.xyz = (-u_xlat1.xxx) * _LightColor0.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat8.xyz);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[5];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat14;
					float u_xlat19;
					float u_xlat20;
					int u_xlati21;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.z = sqrt(u_xlat19);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati3 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati3].xyz;
					    u_xlati21 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati21 / 4][u_xlati21 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati21 + 1) / 4][(u_xlati21 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati21 + 2) / 4][(u_xlati21 + 2) % 4].z;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat9.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = (-u_xlat3.x) + u_xlat9.x;
					    u_xlat3.x = unity_ShadowFadeCenterAndType.w * u_xlat9.x + u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat2.x + u_xlat3.x;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat20 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat14, u_xlat8.x);
					        u_xlat3.x = min(u_xlat20, u_xlat8.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat1);
					        u_xlat4.y = dot(u_xlat5, u_xlat1);
					        u_xlat4.z = dot(u_xlat3, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat1);
					        u_xlat4.y = dot(unity_SHAg, u_xlat1);
					        u_xlat4.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat3 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat5.x = dot(unity_SHBr, u_xlat3);
					    u_xlat5.y = dot(unity_SHBg, u_xlat3);
					    u_xlat5.z = dot(unity_SHBb, u_xlat3);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat8.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat5.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat4.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat19 = log2(u_xlat3.w);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.y;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat19);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat19);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat7 * u_xlat1.x;
					    u_xlat1.xyz = (-u_xlat1.xxx) * _LightColor0.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat8.xyz);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat8;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = unity_MatrixV[0].z;
					    u_xlat0.y = unity_MatrixV[1].z;
					    u_xlat0.z = unity_MatrixV[2].z;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat4.x = (-u_xlat0.x) + u_xlat12;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat4.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat4.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat13 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5 = log2(u_xlat2.w);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.y;
					    u_xlat5 = exp2(u_xlat5);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat5);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat13);
					    u_xlat2.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.x = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat8 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat8);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[5];
						vec4 unity_ShadowColor;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat8;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat4.x = (-u_xlat0.x) + u_xlat12;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat4.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat4.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat13 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5 = log2(u_xlat2.w);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.y;
					    u_xlat5 = exp2(u_xlat5);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat5);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat13);
					    u_xlat2.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.x = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat8 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat8);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat6.xy);
					    u_xlat1.x = u_xlat1.x + (-u_xlat2.x);
					    u_xlat15 = u_xlat15 * u_xlat1.x + u_xlat2.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat6.xy);
					    u_xlat1.x = u_xlat1.x + (-u_xlat2.x);
					    u_xlat15 = u_xlat15 * u_xlat1.x + u_xlat2.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat25 = (-u_xlat4.x) + u_xlat25;
					    u_xlat25 = u_xlat12 * u_xlat25 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat25 = (-u_xlat4.x) + u_xlat25;
					    u_xlat25 = u_xlat12 * u_xlat25 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9 = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat9 = u_xlat9 + (-u_xlat2.x);
					    u_xlat12 = u_xlat12 * u_xlat9 + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9 = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat9 = u_xlat9 + (-u_xlat2.x);
					    u_xlat12 = u_xlat12 * u_xlat9 + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat15 = u_xlat15 + u_xlat1.x;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = min(u_xlat15, u_xlat1.x);
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat15 = u_xlat15 + u_xlat1.x;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = min(u_xlat15, u_xlat1.x);
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat4.x = u_xlat12 + u_xlat4.x;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat25 = min(u_xlat25, u_xlat4.x);
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat4.x = u_xlat12 + u_xlat4.x;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat25 = min(u_xlat25, u_xlat4.x);
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat12 = min(u_xlat12, u_xlat9.x);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat12 = min(u_xlat12, u_xlat9.x);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat10;
					float u_xlat16;
					bool u_xlatb16;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlatb16 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb16){
					        u_xlatb16 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat6.xyz * vec3(u_xlat0) + u_xlat5.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat10;
					float u_xlat16;
					bool u_xlatb16;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlatb16 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb16){
					        u_xlatb16 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat6.xyz * vec3(u_xlat0) + u_xlat5.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_5_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_5_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" }
					"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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat12;
					float u_xlat19;
					bool u_xlatb19;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat12;
					float u_xlat19;
					bool u_xlatb19;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat4.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * vec3(u_xlat12) + u_xlat0.xyz;
					    u_xlat3 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat3.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat4.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * vec3(u_xlat12) + u_xlat0.xyz;
					    u_xlat3 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat3.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat14;
					float u_xlat21;
					float u_xlat22;
					bool u_xlatb22;
					void main()
					{
					    u_xlat7.x = vs_TEXCOORD1.w;
					    u_xlat7.y = vs_TEXCOORD2.w;
					    u_xlat7.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat7.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat3.z = sqrt(u_xlat22);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat22 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat3.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat4.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat21 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat14, u_xlat7.x);
					        u_xlat4.x = min(u_xlat21, u_xlat7.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(u_xlat5, u_xlat3);
					        u_xlat5.y = dot(u_xlat6, u_xlat3);
					        u_xlat5.z = dot(u_xlat4, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(unity_SHAr, u_xlat3);
					        u_xlat5.y = dot(unity_SHAg, u_xlat3);
					        u_xlat5.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat4 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat4);
					    u_xlat6.y = dot(unity_SHBg, u_xlat4);
					    u_xlat6.z = dot(unity_SHBb, u_xlat4);
					    u_xlat7.x = u_xlat3.y * u_xlat3.y;
					    u_xlat7.x = u_xlat3.x * u_xlat3.x + (-u_xlat7.x);
					    u_xlat7.xyz = unity_SHC.xyz * u_xlat7.xxx + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat5.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat22 = log2(u_xlat4.w);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.y;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat22);
					    u_xlat5 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat22 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat22 = u_xlat22 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat22);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat8.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat8.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat8.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat3.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_9[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat14;
					float u_xlat21;
					float u_xlat22;
					bool u_xlatb22;
					void main()
					{
					    u_xlat7.x = vs_TEXCOORD1.w;
					    u_xlat7.y = vs_TEXCOORD2.w;
					    u_xlat7.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat7.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat3.z = sqrt(u_xlat22);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat22 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat3.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat4.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat21 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat14, u_xlat7.x);
					        u_xlat4.x = min(u_xlat21, u_xlat7.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(u_xlat5, u_xlat3);
					        u_xlat5.y = dot(u_xlat6, u_xlat3);
					        u_xlat5.z = dot(u_xlat4, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(unity_SHAr, u_xlat3);
					        u_xlat5.y = dot(unity_SHAg, u_xlat3);
					        u_xlat5.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat4 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat4);
					    u_xlat6.y = dot(unity_SHBg, u_xlat4);
					    u_xlat6.z = dot(unity_SHBb, u_xlat4);
					    u_xlat7.x = u_xlat3.y * u_xlat3.y;
					    u_xlat7.x = u_xlat3.x * u_xlat3.x + (-u_xlat7.x);
					    u_xlat7.xyz = unity_SHC.xyz * u_xlat7.xxx + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat5.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat22 = log2(u_xlat4.w);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.y;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat22);
					    u_xlat5 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat22 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat22 = u_xlat22 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat22);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat8.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat8.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat8.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat3.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat5.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = vec3(u_xlat12) * u_xlat5.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat5.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = vec3(u_xlat12) * u_xlat5.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat0.x = u_xlat0.w * u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat0.z = sqrt(u_xlat6);
					    u_xlat1.x = dot(vs_TEXCOORD1.xyz, u_xlat0.xyz);
					    u_xlat1.y = dot(vs_TEXCOORD2.xyz, u_xlat0.xyz);
					    u_xlat1.z = dot(vs_TEXCOORD3.xyz, u_xlat0.xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat1 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat2 = log2(u_xlat1.w);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.y;
					    u_xlat2 = exp2(u_xlat2);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat2);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat6);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat0.x = u_xlat0.w * u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat0.z = sqrt(u_xlat6);
					    u_xlat1.x = dot(vs_TEXCOORD1.xyz, u_xlat0.xyz);
					    u_xlat1.y = dot(vs_TEXCOORD2.xyz, u_xlat0.xyz);
					    u_xlat1.z = dot(vs_TEXCOORD3.xyz, u_xlat0.xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat1 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat2 = log2(u_xlat1.w);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.y;
					    u_xlat2 = exp2(u_xlat2);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat2);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat6);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_8[2];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat1.z = sqrt(u_xlat16);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.x = vs_TEXCOORD1.w;
					        u_xlat8.y = vs_TEXCOORD2.w;
					        u_xlat8.z = vs_TEXCOORD3.w;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat7.xyz : u_xlat8.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat2.y * 0.25;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat7.x, u_xlat3.x);
					        u_xlat2.x = min(u_xlat8.x, u_xlat7.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat1);
					        u_xlat3.y = dot(u_xlat4, u_xlat1);
					        u_xlat3.z = dot(u_xlat2, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat1);
					        u_xlat3.y = dot(unity_SHAg, u_xlat1);
					        u_xlat3.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat4.x = dot(unity_SHBr, u_xlat2);
					    u_xlat4.y = dot(unity_SHBg, u_xlat2);
					    u_xlat4.z = dot(unity_SHBb, u_xlat2);
					    u_xlat16 = u_xlat1.y * u_xlat1.y;
					    u_xlat16 = u_xlat1.x * u_xlat1.x + (-u_xlat16);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat16 = log2(u_xlat3.w);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.y;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat16 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat16);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_8[2];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat1.z = sqrt(u_xlat16);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.x = vs_TEXCOORD1.w;
					        u_xlat8.y = vs_TEXCOORD2.w;
					        u_xlat8.z = vs_TEXCOORD3.w;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat7.xyz : u_xlat8.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat2.y * 0.25;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat7.x, u_xlat3.x);
					        u_xlat2.x = min(u_xlat8.x, u_xlat7.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat1);
					        u_xlat3.y = dot(u_xlat4, u_xlat1);
					        u_xlat3.z = dot(u_xlat2, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat1);
					        u_xlat3.y = dot(unity_SHAg, u_xlat1);
					        u_xlat3.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat4.x = dot(unity_SHBr, u_xlat2);
					    u_xlat4.y = dot(unity_SHBg, u_xlat2);
					    u_xlat4.z = dot(unity_SHBb, u_xlat2);
					    u_xlat16 = u_xlat1.y * u_xlat1.y;
					    u_xlat16 = u_xlat1.x * u_xlat1.x + (-u_xlat16);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat16 = log2(u_xlat3.w);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.y;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat16 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat16);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _Color;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat4;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat9 = log2(u_xlat0.w);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat9);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = min(u_xlat9, 1.0);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat1.z = sqrt(u_xlat9);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat10 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat10 = u_xlat10 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat10);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat9);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat4.x = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xxx;
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _Color;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat4;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat9 = log2(u_xlat0.w);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat9);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = min(u_xlat9, 1.0);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat1.z = sqrt(u_xlat9);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat10 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat10 = u_xlat10 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat10);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat9);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat4.x = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xxx;
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_10;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_10;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat18 = (-u_xlat16) + u_xlat18;
					    u_xlat16 = unity_ShadowFadeCenterAndType.w * u_xlat18 + u_xlat16;
					    u_xlat16 = u_xlat16 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb18)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat10.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat10.xy);
					    u_xlat5.x = u_xlat5.x + (-u_xlat4.x);
					    u_xlat5.x = u_xlat16 * u_xlat5.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat3.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat6.xyz * vec3(u_xlat0) + u_xlat5.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat10;
					float u_xlat16;
					int u_xlati16;
					float u_xlat18;
					bool u_xlatb18;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlati16 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati16 / 4][u_xlati16 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati16 + 1) / 4][(u_xlati16 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati16 + 2) / 4][(u_xlati16 + 2) % 4].z;
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat18 = (-u_xlat16) + u_xlat18;
					    u_xlat16 = unity_ShadowFadeCenterAndType.w * u_xlat18 + u_xlat16;
					    u_xlat16 = u_xlat16 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb18)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat10.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat10.xy);
					    u_xlat5.x = u_xlat5.x + (-u_xlat4.x);
					    u_xlat5.x = u_xlat16 * u_xlat5.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat3.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat6.xyz * vec3(u_xlat0) + u_xlat5.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat16;
					vec2 u_xlat20;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4.x = sqrt(u_xlat4.x);
					    u_xlat4.x = (-u_xlat27) + u_xlat4.x;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb4 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb4){
					        u_xlatb12 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat12.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20.x, u_xlat12.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat12.x = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat20.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat20.xy);
					    u_xlat12.x = u_xlat12.x + (-u_xlat5.x);
					    u_xlat27 = u_xlat27 * u_xlat12.x + u_xlat5.x;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb4){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat16;
					vec2 u_xlat20;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4.x = sqrt(u_xlat4.x);
					    u_xlat4.x = (-u_xlat27) + u_xlat4.x;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb4 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb4){
					        u_xlatb12 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat12.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20.x, u_xlat12.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat12.x = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat20.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat20.xy);
					    u_xlat12.x = u_xlat12.x + (-u_xlat5.x);
					    u_xlat27 = u_xlat27 * u_xlat12.x + u_xlat5.x;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb4){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat16;
					vec2 u_xlat20;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4.x = sqrt(u_xlat4.x);
					    u_xlat4.x = (-u_xlat27) + u_xlat4.x;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb4 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb4){
					        u_xlatb12 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat12.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20.x, u_xlat12.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat12.x = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat20.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat20.xy);
					    u_xlat27 = u_xlat27 + u_xlat5.x;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat27 = min(u_xlat12.x, u_xlat27);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb4){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat16;
					vec2 u_xlat20;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4.x = sqrt(u_xlat4.x);
					    u_xlat4.x = (-u_xlat27) + u_xlat4.x;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb4 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb4){
					        u_xlatb12 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat12.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20.x, u_xlat12.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat12.x = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat20.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat20.xy);
					    u_xlat27 = u_xlat27 + u_xlat5.x;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat27 = min(u_xlat12.x, u_xlat27);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb4){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_7_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "SHADOWS_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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec2 u_xlat12;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb21)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat6.x = u_xlat6.x + (-u_xlat4.x);
					    u_xlat6.x = u_xlat19 * u_xlat6.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "SHADOWS_SCREEN" "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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec2 u_xlat12;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb21)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat6.x = u_xlat6.x + (-u_xlat4.x);
					    u_xlat6.x = u_xlat19 * u_xlat6.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat6.x = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat6.x + u_xlat1.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat6.x = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat6.x + u_xlat1.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat12.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat12.x = sqrt(u_xlat12.x);
					    u_xlat12.x = (-u_xlat25) + u_xlat12.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat12.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat12.x = (-u_xlat4.x) + 1.0;
					    u_xlat25 = u_xlat25 * u_xlat12.x + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat12.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat12.x = sqrt(u_xlat12.x);
					    u_xlat12.x = (-u_xlat25) + u_xlat12.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat12.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat12.x = (-u_xlat4.x) + 1.0;
					    u_xlat25 = u_xlat25 * u_xlat12.x + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat9.x = (-u_xlat2.x) + 1.0;
					    u_xlat12 = u_xlat12 * u_xlat9.x + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat9.x = (-u_xlat2.x) + 1.0;
					    u_xlat12 = u_xlat12 * u_xlat9.x + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.x = unity_MatrixV[0].z;
					    u_xlat0.y = unity_MatrixV[1].z;
					    u_xlat0.z = unity_MatrixV[2].z;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = sqrt(u_xlat9);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat3.x = (-u_xlat0.x) + u_xlat9;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat3.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat3.x = min(u_xlat3.x, 1.0);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat3.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat3.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat10 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.x = u_xlat3.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6 = log2(u_xlat2.w);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.y;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(u_xlat6);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat10);
					    u_xlat1.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat3.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat2.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = min(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[5];
						vec4 unity_ShadowColor;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = sqrt(u_xlat9);
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat3.x = (-u_xlat0.x) + u_xlat9;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat3.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat3.x = min(u_xlat3.x, 1.0);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat3.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat3.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat10 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.x = u_xlat3.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6 = log2(u_xlat2.w);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.y;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(u_xlat6);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat10);
					    u_xlat1.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat3.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat2.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = min(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat14;
					float u_xlat19;
					float u_xlat20;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.z = sqrt(u_xlat19);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat9.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = (-u_xlat3.x) + u_xlat9.x;
					    u_xlat3.x = unity_ShadowFadeCenterAndType.w * u_xlat9.x + u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat2.x + u_xlat3.x;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat20 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat14, u_xlat8.x);
					        u_xlat3.x = min(u_xlat20, u_xlat8.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat1);
					        u_xlat4.y = dot(u_xlat5, u_xlat1);
					        u_xlat4.z = dot(u_xlat3, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat1);
					        u_xlat4.y = dot(unity_SHAg, u_xlat1);
					        u_xlat4.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat3 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat5.x = dot(unity_SHBr, u_xlat3);
					    u_xlat5.y = dot(unity_SHBg, u_xlat3);
					    u_xlat5.z = dot(unity_SHBb, u_xlat3);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat8.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat5.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat4.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat19 = log2(u_xlat3.w);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.y;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat19);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat19);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat7 * u_xlat1.x;
					    u_xlat1.xyz = (-u_xlat1.xxx) * _LightColor0.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat8.xyz);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[5];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat14;
					float u_xlat19;
					float u_xlat20;
					int u_xlati21;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.z = sqrt(u_xlat19);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati3 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati3].xyz;
					    u_xlati21 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati21 / 4][u_xlati21 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati21 + 1) / 4][(u_xlati21 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati21 + 2) / 4][(u_xlati21 + 2) % 4].z;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat9.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = (-u_xlat3.x) + u_xlat9.x;
					    u_xlat3.x = unity_ShadowFadeCenterAndType.w * u_xlat9.x + u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat2.x + u_xlat3.x;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat20 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat14, u_xlat8.x);
					        u_xlat3.x = min(u_xlat20, u_xlat8.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat1);
					        u_xlat4.y = dot(u_xlat5, u_xlat1);
					        u_xlat4.z = dot(u_xlat3, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat1);
					        u_xlat4.y = dot(unity_SHAg, u_xlat1);
					        u_xlat4.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat3 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat5.x = dot(unity_SHBr, u_xlat3);
					    u_xlat5.y = dot(unity_SHBg, u_xlat3);
					    u_xlat5.z = dot(unity_SHBb, u_xlat3);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat8.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat5.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat4.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat19 = log2(u_xlat3.w);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.y;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat19);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat19);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat7 * u_xlat1.x;
					    u_xlat1.xyz = (-u_xlat1.xxx) * _LightColor0.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat8.xyz);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat8;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = unity_MatrixV[0].z;
					    u_xlat0.y = unity_MatrixV[1].z;
					    u_xlat0.z = unity_MatrixV[2].z;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat4.x = (-u_xlat0.x) + u_xlat12;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat4.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat4.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat13 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5 = log2(u_xlat2.w);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.y;
					    u_xlat5 = exp2(u_xlat5);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat5);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat13);
					    u_xlat2.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.x = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat8 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat8);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[5];
						vec4 unity_ShadowColor;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat8;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat4.x = (-u_xlat0.x) + u_xlat12;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat4.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat4.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat13 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5 = log2(u_xlat2.w);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.y;
					    u_xlat5 = exp2(u_xlat5);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat5);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat13);
					    u_xlat2.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.x = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat8 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat8);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat6.xy);
					    u_xlat1.x = u_xlat1.x + (-u_xlat2.x);
					    u_xlat15 = u_xlat15 * u_xlat1.x + u_xlat2.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat6.xy);
					    u_xlat1.x = u_xlat1.x + (-u_xlat2.x);
					    u_xlat15 = u_xlat15 * u_xlat1.x + u_xlat2.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat25 = (-u_xlat4.x) + u_xlat25;
					    u_xlat25 = u_xlat12 * u_xlat25 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat25 = (-u_xlat4.x) + u_xlat25;
					    u_xlat25 = u_xlat12 * u_xlat25 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9 = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat9 = u_xlat9 + (-u_xlat2.x);
					    u_xlat12 = u_xlat12 * u_xlat9 + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9 = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat9 = u_xlat9 + (-u_xlat2.x);
					    u_xlat12 = u_xlat12 * u_xlat9 + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat15 = u_xlat15 + u_xlat1.x;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = min(u_xlat15, u_xlat1.x);
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat15 = u_xlat15 + u_xlat1.x;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = min(u_xlat15, u_xlat1.x);
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat4.x = u_xlat12 + u_xlat4.x;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat25 = min(u_xlat25, u_xlat4.x);
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat4.x = u_xlat12 + u_xlat4.x;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat25 = min(u_xlat25, u_xlat4.x);
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat0) + _WorldSpaceLightPos0.xyz;
					    u_xlat0 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0 = inversesqrt(u_xlat0);
					    u_xlat1.xyz = vec3(u_xlat0) * u_xlat1.xyz;
					    u_xlat0 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat0) + u_xlat3.xyz;
					    SV_Target0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat12 = min(u_xlat12, u_xlat9.x);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat12 = min(u_xlat12, u_xlat9.x);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat10;
					float u_xlat15;
					float u_xlat16;
					bool u_xlatb16;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlatb16 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb16){
					        u_xlatb16 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat15 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat10;
					float u_xlat15;
					float u_xlat16;
					bool u_xlatb16;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlatb16 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb16){
					        u_xlatb16 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat15 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat4.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * vec3(u_xlat12) + u_xlat0.xyz;
					    u_xlat3 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat3.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat4.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * vec3(u_xlat12) + u_xlat0.xyz;
					    u_xlat3 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat3.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat14;
					float u_xlat21;
					float u_xlat22;
					bool u_xlatb22;
					void main()
					{
					    u_xlat7.x = vs_TEXCOORD1.w;
					    u_xlat7.y = vs_TEXCOORD2.w;
					    u_xlat7.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat7.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat3.z = sqrt(u_xlat22);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat22 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat3.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat4.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat21 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat14, u_xlat7.x);
					        u_xlat4.x = min(u_xlat21, u_xlat7.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(u_xlat5, u_xlat3);
					        u_xlat5.y = dot(u_xlat6, u_xlat3);
					        u_xlat5.z = dot(u_xlat4, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(unity_SHAr, u_xlat3);
					        u_xlat5.y = dot(unity_SHAg, u_xlat3);
					        u_xlat5.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat4 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat4);
					    u_xlat6.y = dot(unity_SHBg, u_xlat4);
					    u_xlat6.z = dot(unity_SHBb, u_xlat4);
					    u_xlat7.x = u_xlat3.y * u_xlat3.y;
					    u_xlat7.x = u_xlat3.x * u_xlat3.x + (-u_xlat7.x);
					    u_xlat7.xyz = unity_SHC.xyz * u_xlat7.xxx + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat5.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat22 = log2(u_xlat4.w);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.y;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat22);
					    u_xlat5 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat22 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat22 = u_xlat22 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat22);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat8.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat8.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat8.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat3.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat21) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat14;
					float u_xlat21;
					float u_xlat22;
					bool u_xlatb22;
					void main()
					{
					    u_xlat7.x = vs_TEXCOORD1.w;
					    u_xlat7.y = vs_TEXCOORD2.w;
					    u_xlat7.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat7.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat3.z = sqrt(u_xlat22);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat22 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat3.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat4.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat21 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat14, u_xlat7.x);
					        u_xlat4.x = min(u_xlat21, u_xlat7.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(u_xlat5, u_xlat3);
					        u_xlat5.y = dot(u_xlat6, u_xlat3);
					        u_xlat5.z = dot(u_xlat4, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(unity_SHAr, u_xlat3);
					        u_xlat5.y = dot(unity_SHAg, u_xlat3);
					        u_xlat5.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat4 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat4);
					    u_xlat6.y = dot(unity_SHBg, u_xlat4);
					    u_xlat6.z = dot(unity_SHBb, u_xlat4);
					    u_xlat7.x = u_xlat3.y * u_xlat3.y;
					    u_xlat7.x = u_xlat3.x * u_xlat3.x + (-u_xlat7.x);
					    u_xlat7.xyz = unity_SHC.xyz * u_xlat7.xxx + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat5.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat22 = log2(u_xlat4.w);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.y;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat22);
					    u_xlat5 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat22 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat22 = u_xlat22 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat22);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat8.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat8.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat8.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat3.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat21) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat5.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = vec3(u_xlat12) * u_xlat5.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat5.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = vec3(u_xlat12) * u_xlat5.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat0.x = u_xlat0.w * u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat0.z = sqrt(u_xlat6);
					    u_xlat1.x = dot(vs_TEXCOORD1.xyz, u_xlat0.xyz);
					    u_xlat1.y = dot(vs_TEXCOORD2.xyz, u_xlat0.xyz);
					    u_xlat1.z = dot(vs_TEXCOORD3.xyz, u_xlat0.xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat1 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat2 = log2(u_xlat1.w);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.y;
					    u_xlat2 = exp2(u_xlat2);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat2);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat6);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat6 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat6 = u_xlat6 * _ProjectionParams.z;
					    u_xlat6 = max(u_xlat6, 0.0);
					    u_xlat6 = u_xlat6 * unity_FogParams.x;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = exp2(u_xlat6);
					    SV_Target0.xyz = vec3(u_xlat6) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat0.x = u_xlat0.w * u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat0.z = sqrt(u_xlat6);
					    u_xlat1.x = dot(vs_TEXCOORD1.xyz, u_xlat0.xyz);
					    u_xlat1.y = dot(vs_TEXCOORD2.xyz, u_xlat0.xyz);
					    u_xlat1.z = dot(vs_TEXCOORD3.xyz, u_xlat0.xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat1 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat2 = log2(u_xlat1.w);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.y;
					    u_xlat2 = exp2(u_xlat2);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat2);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat6);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat6 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat6 = u_xlat6 * _ProjectionParams.z;
					    u_xlat6 = max(u_xlat6, 0.0);
					    u_xlat6 = u_xlat6 * unity_FogParams.x;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = exp2(u_xlat6);
					    SV_Target0.xyz = vec3(u_xlat6) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat1.z = sqrt(u_xlat16);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.x = vs_TEXCOORD1.w;
					        u_xlat8.y = vs_TEXCOORD2.w;
					        u_xlat8.z = vs_TEXCOORD3.w;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat7.xyz : u_xlat8.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat2.y * 0.25;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat7.x, u_xlat3.x);
					        u_xlat2.x = min(u_xlat8.x, u_xlat7.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat1);
					        u_xlat3.y = dot(u_xlat4, u_xlat1);
					        u_xlat3.z = dot(u_xlat2, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat1);
					        u_xlat3.y = dot(unity_SHAg, u_xlat1);
					        u_xlat3.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat4.x = dot(unity_SHBr, u_xlat2);
					    u_xlat4.y = dot(unity_SHBg, u_xlat2);
					    u_xlat4.z = dot(unity_SHBb, u_xlat2);
					    u_xlat16 = u_xlat1.y * u_xlat1.y;
					    u_xlat16 = u_xlat1.x * u_xlat1.x + (-u_xlat16);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat16 = log2(u_xlat3.w);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.y;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat16 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat16);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat16 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat16 = u_xlat16 * _ProjectionParams.z;
					    u_xlat16 = max(u_xlat16, 0.0);
					    u_xlat16 = u_xlat16 * unity_FogParams.x;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat16) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat1.z = sqrt(u_xlat16);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.x = vs_TEXCOORD1.w;
					        u_xlat8.y = vs_TEXCOORD2.w;
					        u_xlat8.z = vs_TEXCOORD3.w;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat7.xyz : u_xlat8.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat2.y * 0.25;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat7.x, u_xlat3.x);
					        u_xlat2.x = min(u_xlat8.x, u_xlat7.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat1);
					        u_xlat3.y = dot(u_xlat4, u_xlat1);
					        u_xlat3.z = dot(u_xlat2, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat1);
					        u_xlat3.y = dot(unity_SHAg, u_xlat1);
					        u_xlat3.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat4.x = dot(unity_SHBr, u_xlat2);
					    u_xlat4.y = dot(unity_SHBg, u_xlat2);
					    u_xlat4.z = dot(unity_SHBb, u_xlat2);
					    u_xlat16 = u_xlat1.y * u_xlat1.y;
					    u_xlat16 = u_xlat1.x * u_xlat1.x + (-u_xlat16);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat16 = log2(u_xlat3.w);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.y;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat16 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat16);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat16 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat16 = u_xlat16 * _ProjectionParams.z;
					    u_xlat16 = max(u_xlat16, 0.0);
					    u_xlat16 = u_xlat16 * unity_FogParams.x;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat16) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _Color;
						vec4 unused_0_4[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat4;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat9 = log2(u_xlat0.w);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat9);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = min(u_xlat9, 1.0);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat1.z = sqrt(u_xlat9);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat10 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat10 = u_xlat10 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat10);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat9);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat4.x = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xxx;
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = u_xlat9 * _ProjectionParams.z;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = u_xlat9 * unity_FogParams.x;
					    u_xlat9 = u_xlat9 * (-u_xlat9);
					    u_xlat9 = exp2(u_xlat9);
					    SV_Target0.xyz = vec3(u_xlat9) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _Color;
						vec4 unused_0_4[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat4;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat9 = log2(u_xlat0.w);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat9);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = min(u_xlat9, 1.0);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat1.z = sqrt(u_xlat9);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat10 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat10 = u_xlat10 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat10);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat9);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat4.x = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xxx;
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = u_xlat9 * _ProjectionParams.z;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = u_xlat9 * unity_FogParams.x;
					    u_xlat9 = u_xlat9 * (-u_xlat9);
					    u_xlat9 = exp2(u_xlat9);
					    SV_Target0.xyz = vec3(u_xlat9) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat10;
					float u_xlat15;
					float u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat18 = (-u_xlat16) + u_xlat18;
					    u_xlat16 = unity_ShadowFadeCenterAndType.w * u_xlat18 + u_xlat16;
					    u_xlat16 = u_xlat16 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb18)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat10.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat10.xy);
					    u_xlat5.x = u_xlat5.x + (-u_xlat4.x);
					    u_xlat5.x = u_xlat16 * u_xlat5.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat3.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat15 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat10;
					float u_xlat15;
					float u_xlat16;
					int u_xlati16;
					float u_xlat18;
					bool u_xlatb18;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlati16 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati16 / 4][u_xlati16 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati16 + 1) / 4][(u_xlati16 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati16 + 2) / 4][(u_xlati16 + 2) % 4].z;
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat18 = (-u_xlat16) + u_xlat18;
					    u_xlat16 = unity_ShadowFadeCenterAndType.w * u_xlat18 + u_xlat16;
					    u_xlat16 = u_xlat16 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb18)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat10.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat10.xy);
					    u_xlat5.x = u_xlat5.x + (-u_xlat4.x);
					    u_xlat5.x = u_xlat16 * u_xlat5.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat3.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat15 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat4);
					        u_xlat6.y = dot(unity_SHAg, u_xlat4);
					        u_xlat6.z = dot(unity_SHAb, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec2 u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb21)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat6.x = u_xlat6.x + (-u_xlat4.x);
					    u_xlat6.x = u_xlat19 * u_xlat6.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec2 u_xlat12;
					float u_xlat18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb21)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat6.x = u_xlat6.x + (-u_xlat4.x);
					    u_xlat6.x = u_xlat19 * u_xlat6.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat6.x = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat6.x + u_xlat1.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat6.x = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat6.x + u_xlat1.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat12.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat12.x = sqrt(u_xlat12.x);
					    u_xlat12.x = (-u_xlat25) + u_xlat12.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat12.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat12.x = (-u_xlat4.x) + 1.0;
					    u_xlat25 = u_xlat25 * u_xlat12.x + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat12.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat12.x = sqrt(u_xlat12.x);
					    u_xlat12.x = (-u_xlat25) + u_xlat12.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat12.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat12.x = (-u_xlat4.x) + 1.0;
					    u_xlat25 = u_xlat25 * u_xlat12.x + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat9.x = (-u_xlat2.x) + 1.0;
					    u_xlat12 = u_xlat12 * u_xlat9.x + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat9.x = (-u_xlat2.x) + 1.0;
					    u_xlat12 = u_xlat12 * u_xlat9.x + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.x = unity_MatrixV[0].z;
					    u_xlat0.y = unity_MatrixV[1].z;
					    u_xlat0.z = unity_MatrixV[2].z;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = sqrt(u_xlat9);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat3.x = (-u_xlat0.x) + u_xlat9;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat3.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat3.x = min(u_xlat3.x, 1.0);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat3.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat3.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat10 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.x = u_xlat3.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6 = log2(u_xlat2.w);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.y;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(u_xlat6);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat10);
					    u_xlat1.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat3.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat2.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = min(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = u_xlat9 * _ProjectionParams.z;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = u_xlat9 * unity_FogParams.x;
					    u_xlat9 = u_xlat9 * (-u_xlat9);
					    u_xlat9 = exp2(u_xlat9);
					    SV_Target0.xyz = vec3(u_xlat9) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_6_0[5];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = sqrt(u_xlat9);
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat3.x = (-u_xlat0.x) + u_xlat9;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat3.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat3.x = min(u_xlat3.x, 1.0);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat3.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat3.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat10 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.x = u_xlat3.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6 = log2(u_xlat2.w);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.y;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(u_xlat6);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat10);
					    u_xlat1.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat3.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat2.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = min(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = u_xlat9 * _ProjectionParams.z;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = u_xlat9 * unity_FogParams.x;
					    u_xlat9 = u_xlat9 * (-u_xlat9);
					    u_xlat9 = exp2(u_xlat9);
					    SV_Target0.xyz = vec3(u_xlat9) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat14;
					float u_xlat19;
					float u_xlat20;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.z = sqrt(u_xlat19);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat9.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = (-u_xlat3.x) + u_xlat9.x;
					    u_xlat3.x = unity_ShadowFadeCenterAndType.w * u_xlat9.x + u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat2.x + u_xlat3.x;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat20 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat14, u_xlat8.x);
					        u_xlat3.x = min(u_xlat20, u_xlat8.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat1);
					        u_xlat4.y = dot(u_xlat5, u_xlat1);
					        u_xlat4.z = dot(u_xlat3, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat1);
					        u_xlat4.y = dot(unity_SHAg, u_xlat1);
					        u_xlat4.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat3 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat5.x = dot(unity_SHBr, u_xlat3);
					    u_xlat5.y = dot(unity_SHBg, u_xlat3);
					    u_xlat5.z = dot(unity_SHBb, u_xlat3);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat8.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat5.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat4.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat19 = log2(u_xlat3.w);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.y;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat19);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat19);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat7 * u_xlat1.x;
					    u_xlat1.xyz = (-u_xlat1.xxx) * _LightColor0.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat8.xyz);
					    u_xlat19 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat19 = u_xlat19 * _ProjectionParams.z;
					    u_xlat19 = max(u_xlat19, 0.0);
					    u_xlat19 = u_xlat19 * unity_FogParams.x;
					    u_xlat19 = u_xlat19 * (-u_xlat19);
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat19) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_6_0[5];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat14;
					float u_xlat19;
					float u_xlat20;
					int u_xlati21;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.z = sqrt(u_xlat19);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati3 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati3].xyz;
					    u_xlati21 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati21 / 4][u_xlati21 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati21 + 1) / 4][(u_xlati21 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati21 + 2) / 4][(u_xlati21 + 2) % 4].z;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat9.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = (-u_xlat3.x) + u_xlat9.x;
					    u_xlat3.x = unity_ShadowFadeCenterAndType.w * u_xlat9.x + u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat2.x + u_xlat3.x;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat20 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat14, u_xlat8.x);
					        u_xlat3.x = min(u_xlat20, u_xlat8.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat1);
					        u_xlat4.y = dot(u_xlat5, u_xlat1);
					        u_xlat4.z = dot(u_xlat3, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat1);
					        u_xlat4.y = dot(unity_SHAg, u_xlat1);
					        u_xlat4.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat3 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat5.x = dot(unity_SHBr, u_xlat3);
					    u_xlat5.y = dot(unity_SHBg, u_xlat3);
					    u_xlat5.z = dot(unity_SHBb, u_xlat3);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat8.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat5.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat4.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat19 = log2(u_xlat3.w);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.y;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat19);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat19);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat7 * u_xlat1.x;
					    u_xlat1.xyz = (-u_xlat1.xxx) * _LightColor0.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat8.xyz);
					    u_xlat19 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat19 = u_xlat19 * _ProjectionParams.z;
					    u_xlat19 = max(u_xlat19, 0.0);
					    u_xlat19 = u_xlat19 * unity_FogParams.x;
					    u_xlat19 = u_xlat19 * (-u_xlat19);
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat19) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat8;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = unity_MatrixV[0].z;
					    u_xlat0.y = unity_MatrixV[1].z;
					    u_xlat0.z = unity_MatrixV[2].z;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat4.x = (-u_xlat0.x) + u_xlat12;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat4.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat4.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat13 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5 = log2(u_xlat2.w);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.y;
					    u_xlat5 = exp2(u_xlat5);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat5);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat13);
					    u_xlat2.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.x = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat8 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat8);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_6_0[5];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat8;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat4.x = (-u_xlat0.x) + u_xlat12;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat4.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat4.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat13 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5 = log2(u_xlat2.w);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.y;
					    u_xlat5 = exp2(u_xlat5);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat5);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat13);
					    u_xlat2.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.x = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat8 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat8);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat6.xy);
					    u_xlat1.x = u_xlat1.x + (-u_xlat2.x);
					    u_xlat15 = u_xlat15 * u_xlat1.x + u_xlat2.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat6.xy);
					    u_xlat1.x = u_xlat1.x + (-u_xlat2.x);
					    u_xlat15 = u_xlat15 * u_xlat1.x + u_xlat2.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat25 = (-u_xlat4.x) + u_xlat25;
					    u_xlat25 = u_xlat12 * u_xlat25 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat25 = (-u_xlat4.x) + u_xlat25;
					    u_xlat25 = u_xlat12 * u_xlat25 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9 = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat9 = u_xlat9 + (-u_xlat2.x);
					    u_xlat12 = u_xlat12 * u_xlat9 + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9 = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat9 = u_xlat9 + (-u_xlat2.x);
					    u_xlat12 = u_xlat12 * u_xlat9 + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat15 = u_xlat15 + u_xlat1.x;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = min(u_xlat15, u_xlat1.x);
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat15 = u_xlat15 + u_xlat1.x;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = min(u_xlat15, u_xlat1.x);
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat4.x = u_xlat12 + u_xlat4.x;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat25 = min(u_xlat25, u_xlat4.x);
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat4.x = u_xlat12 + u_xlat4.x;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat25 = min(u_xlat25, u_xlat4.x);
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat12 = min(u_xlat12, u_xlat9.x);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat12 = min(u_xlat12, u_xlat9.x);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat10;
					float u_xlat15;
					float u_xlat16;
					bool u_xlatb16;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlatb16 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb16){
					        u_xlatb16 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat15 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat10;
					float u_xlat15;
					float u_xlat16;
					bool u_xlatb16;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlatb16 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb16){
					        u_xlatb16 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat15 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_6_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat27, u_xlat12);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" }
					"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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat4.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * vec3(u_xlat12) + u_xlat0.xyz;
					    u_xlat3 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat3.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat4.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * vec3(u_xlat12) + u_xlat0.xyz;
					    u_xlat3 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat3.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat14;
					float u_xlat21;
					float u_xlat22;
					bool u_xlatb22;
					void main()
					{
					    u_xlat7.x = vs_TEXCOORD1.w;
					    u_xlat7.y = vs_TEXCOORD2.w;
					    u_xlat7.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat7.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat3.z = sqrt(u_xlat22);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat22 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat3.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat4.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat21 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat14, u_xlat7.x);
					        u_xlat4.x = min(u_xlat21, u_xlat7.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(u_xlat5, u_xlat3);
					        u_xlat5.y = dot(u_xlat6, u_xlat3);
					        u_xlat5.z = dot(u_xlat4, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(unity_SHAr, u_xlat3);
					        u_xlat5.y = dot(unity_SHAg, u_xlat3);
					        u_xlat5.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat4 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat4);
					    u_xlat6.y = dot(unity_SHBg, u_xlat4);
					    u_xlat6.z = dot(unity_SHBb, u_xlat4);
					    u_xlat7.x = u_xlat3.y * u_xlat3.y;
					    u_xlat7.x = u_xlat3.x * u_xlat3.x + (-u_xlat7.x);
					    u_xlat7.xyz = unity_SHC.xyz * u_xlat7.xxx + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat5.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat22 = log2(u_xlat4.w);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.y;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat22);
					    u_xlat5 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat22 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat22 = u_xlat22 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat22);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat8.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat8.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat8.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat3.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat21) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat14;
					float u_xlat21;
					float u_xlat22;
					bool u_xlatb22;
					void main()
					{
					    u_xlat7.x = vs_TEXCOORD1.w;
					    u_xlat7.y = vs_TEXCOORD2.w;
					    u_xlat7.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat7.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat3.z = sqrt(u_xlat22);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat22 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat3.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat4.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat21 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat14, u_xlat7.x);
					        u_xlat4.x = min(u_xlat21, u_xlat7.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat7.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(u_xlat5, u_xlat3);
					        u_xlat5.y = dot(u_xlat6, u_xlat3);
					        u_xlat5.z = dot(u_xlat4, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat5.x = dot(unity_SHAr, u_xlat3);
					        u_xlat5.y = dot(unity_SHAg, u_xlat3);
					        u_xlat5.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat4 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat4);
					    u_xlat6.y = dot(unity_SHBg, u_xlat4);
					    u_xlat6.z = dot(unity_SHBb, u_xlat4);
					    u_xlat7.x = u_xlat3.y * u_xlat3.y;
					    u_xlat7.x = u_xlat3.x * u_xlat3.x + (-u_xlat7.x);
					    u_xlat7.xyz = unity_SHC.xyz * u_xlat7.xxx + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat5.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat22 = log2(u_xlat4.w);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.y;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat22 = u_xlat22 * unity_Lightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat22);
					    u_xlat5 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat22 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat22 = u_xlat22 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat22);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat8.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat8.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat8.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat3.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat21) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat5.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = vec3(u_xlat12) * u_xlat5.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat5.xyz = _LightColor0.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = vec3(u_xlat12) * u_xlat5.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3.xyz = u_xlat2.xyz * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat0.x = u_xlat0.w * u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat0.z = sqrt(u_xlat6);
					    u_xlat1.x = dot(vs_TEXCOORD1.xyz, u_xlat0.xyz);
					    u_xlat1.y = dot(vs_TEXCOORD2.xyz, u_xlat0.xyz);
					    u_xlat1.z = dot(vs_TEXCOORD3.xyz, u_xlat0.xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat1 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat2 = log2(u_xlat1.w);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.y;
					    u_xlat2 = exp2(u_xlat2);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat2);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat6);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat6 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat6 = u_xlat6 * _ProjectionParams.z;
					    u_xlat6 = max(u_xlat6, 0.0);
					    u_xlat6 = u_xlat6 * unity_FogParams.x;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = exp2(u_xlat6);
					    SV_Target0.xyz = vec3(u_xlat6) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat0.x = u_xlat0.w * u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat0.z = sqrt(u_xlat6);
					    u_xlat1.x = dot(vs_TEXCOORD1.xyz, u_xlat0.xyz);
					    u_xlat1.y = dot(vs_TEXCOORD2.xyz, u_xlat0.xyz);
					    u_xlat1.z = dot(vs_TEXCOORD3.xyz, u_xlat0.xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat1 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat2 = log2(u_xlat1.w);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.y;
					    u_xlat2 = exp2(u_xlat2);
					    u_xlat2 = u_xlat2 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat2);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat6);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat6 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat6 = u_xlat6 * _ProjectionParams.z;
					    u_xlat6 = max(u_xlat6, 0.0);
					    u_xlat6 = u_xlat6 * unity_FogParams.x;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = exp2(u_xlat6);
					    SV_Target0.xyz = vec3(u_xlat6) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat1.z = sqrt(u_xlat16);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.x = vs_TEXCOORD1.w;
					        u_xlat8.y = vs_TEXCOORD2.w;
					        u_xlat8.z = vs_TEXCOORD3.w;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat7.xyz : u_xlat8.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat2.y * 0.25;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat7.x, u_xlat3.x);
					        u_xlat2.x = min(u_xlat8.x, u_xlat7.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat1);
					        u_xlat3.y = dot(u_xlat4, u_xlat1);
					        u_xlat3.z = dot(u_xlat2, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat1);
					        u_xlat3.y = dot(unity_SHAg, u_xlat1);
					        u_xlat3.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat4.x = dot(unity_SHBr, u_xlat2);
					    u_xlat4.y = dot(unity_SHBg, u_xlat2);
					    u_xlat4.z = dot(unity_SHBb, u_xlat2);
					    u_xlat16 = u_xlat1.y * u_xlat1.y;
					    u_xlat16 = u_xlat1.x * u_xlat1.x + (-u_xlat16);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat16 = log2(u_xlat3.w);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.y;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat16 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat16);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat16 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat16 = u_xlat16 * _ProjectionParams.z;
					    u_xlat16 = max(u_xlat16, 0.0);
					    u_xlat16 = u_xlat16 * unity_FogParams.x;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat16) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _Color;
						vec4 unused_0_3[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat1.z = sqrt(u_xlat16);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.x = vs_TEXCOORD1.w;
					        u_xlat8.y = vs_TEXCOORD2.w;
					        u_xlat8.z = vs_TEXCOORD3.w;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat7.xyz : u_xlat8.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat7.x = u_xlat2.y * 0.25;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat7.x = max(u_xlat7.x, u_xlat3.x);
					        u_xlat2.x = min(u_xlat8.x, u_xlat7.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat1);
					        u_xlat3.y = dot(u_xlat4, u_xlat1);
					        u_xlat3.z = dot(u_xlat2, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat1);
					        u_xlat3.y = dot(unity_SHAg, u_xlat1);
					        u_xlat3.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat4.x = dot(unity_SHBr, u_xlat2);
					    u_xlat4.y = dot(unity_SHBg, u_xlat2);
					    u_xlat4.z = dot(unity_SHBb, u_xlat2);
					    u_xlat16 = u_xlat1.y * u_xlat1.y;
					    u_xlat16 = u_xlat1.x * u_xlat1.x + (-u_xlat16);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat16 = log2(u_xlat3.w);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.y;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = u_xlat16 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat16 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat16);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat16 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat16 = u_xlat16 * _ProjectionParams.z;
					    u_xlat16 = max(u_xlat16, 0.0);
					    u_xlat16 = u_xlat16 * unity_FogParams.x;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat16) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _Color;
						vec4 unused_0_4[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat4;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat9 = log2(u_xlat0.w);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat9);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = min(u_xlat9, 1.0);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat1.z = sqrt(u_xlat9);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat10 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat10 = u_xlat10 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat10);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat9);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat4.x = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xxx;
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = u_xlat9 * _ProjectionParams.z;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = u_xlat9 * unity_FogParams.x;
					    u_xlat9 = u_xlat9 * (-u_xlat9);
					    u_xlat9 = exp2(u_xlat9);
					    SV_Target0.xyz = vec3(u_xlat9) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _Color;
						vec4 unused_0_4[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat4;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat9 = log2(u_xlat0.w);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat9 = u_xlat9 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat9);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = min(u_xlat9, 1.0);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat1.z = sqrt(u_xlat9);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat10 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat10 = u_xlat10 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat10);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat9);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat9 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat4.x = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xxx;
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = u_xlat9 * _ProjectionParams.z;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = u_xlat9 * unity_FogParams.x;
					    u_xlat9 = u_xlat9 * (-u_xlat9);
					    u_xlat9 = exp2(u_xlat9);
					    SV_Target0.xyz = vec3(u_xlat9) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat4.x = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat4.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5.x = log2(u_xlat2.w);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.y;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat2.xyz * u_xlat5.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = log2(u_xlat12);
					    u_xlat5.x = _Specular * 128.0;
					    u_xlat12 = u_xlat12 * u_xlat5.x;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * _Gloss;
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat5.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD7.xy);
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat10;
					float u_xlat15;
					float u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat18 = (-u_xlat16) + u_xlat18;
					    u_xlat16 = unity_ShadowFadeCenterAndType.w * u_xlat18 + u_xlat16;
					    u_xlat16 = u_xlat16 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb18)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat10.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat10.xy);
					    u_xlat5.x = u_xlat5.x + (-u_xlat4.x);
					    u_xlat5.x = u_xlat16 * u_xlat5.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat3.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat15 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat10;
					float u_xlat15;
					float u_xlat16;
					int u_xlati16;
					float u_xlat18;
					bool u_xlatb18;
					void main()
					{
					    u_xlat5.x = vs_TEXCOORD1.w;
					    u_xlat5.y = vs_TEXCOORD2.w;
					    u_xlat5.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat16 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat16 = (-u_xlat16) + 1.0;
					    u_xlat3.z = sqrt(u_xlat16);
					    u_xlati16 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati16 / 4][u_xlati16 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati16 + 1) / 4][(u_xlati16 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati16 + 2) / 4][(u_xlati16 + 2) % 4].z;
					    u_xlat16 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat18 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat18 = (-u_xlat16) + u_xlat18;
					    u_xlat16 = unity_ShadowFadeCenterAndType.w * u_xlat18 + u_xlat16;
					    u_xlat16 = u_xlat16 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb18)) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat5.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat10.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat5.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat10.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat10.xy);
					    u_xlat5.x = u_xlat5.x + (-u_xlat4.x);
					    u_xlat5.x = u_xlat16 * u_xlat5.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat10.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat3.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat6.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat6.xyz = u_xlat5.xyz * u_xlat2.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat15 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat16;
					vec2 u_xlat20;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4.x = sqrt(u_xlat4.x);
					    u_xlat4.x = (-u_xlat27) + u_xlat4.x;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb4 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb4){
					        u_xlatb12 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat12.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20.x, u_xlat12.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat12.x = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat20.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat20.xy);
					    u_xlat12.x = u_xlat12.x + (-u_xlat5.x);
					    u_xlat27 = u_xlat27 * u_xlat12.x + u_xlat5.x;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb4){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_9_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat16;
					vec2 u_xlat20;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4.x = sqrt(u_xlat4.x);
					    u_xlat4.x = (-u_xlat27) + u_xlat4.x;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb4 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb4){
					        u_xlatb12 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat12.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20.x, u_xlat12.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat12.x = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat20.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat20.xy);
					    u_xlat12.x = u_xlat12.x + (-u_xlat5.x);
					    u_xlat27 = u_xlat27 * u_xlat12.x + u_xlat5.x;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb4){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat16;
					vec2 u_xlat20;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4.x = sqrt(u_xlat4.x);
					    u_xlat4.x = (-u_xlat27) + u_xlat4.x;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb4 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb4){
					        u_xlatb12 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat12.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20.x, u_xlat12.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat12.x = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat20.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat20.xy);
					    u_xlat27 = u_xlat27 + u_xlat5.x;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat27 = min(u_xlat12.x, u_xlat27);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb4){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_9_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat16;
					vec2 u_xlat20;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati27;
					bool u_xlatb27;
					void main()
					{
					    u_xlati0 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat27 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat27 = min(u_xlat27, 1.0);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat3.z = sqrt(u_xlat27);
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4.x = sqrt(u_xlat4.x);
					    u_xlat4.x = (-u_xlat27) + u_xlat4.x;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlati0 = u_xlati0 * 7;
					    u_xlatb4 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb4){
					        u_xlatb12 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat12.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20.x, u_xlat12.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = unity_Builtins2Array.unity_Builtins2Array.unity_SHCArray.wwww;
					    }
					    u_xlat12.x = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat20.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat20.xy);
					    u_xlat27 = u_xlat27 + u_xlat5.x;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat27 = min(u_xlat12.x, u_xlat27);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    if(u_xlatb4){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb27)) ? u_xlat4.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat4.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat4.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat4.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat5);
					        u_xlat6.y = dot(u_xlat7, u_xlat5);
					        u_xlat6.z = dot(u_xlat4, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat5);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat5);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat5);
					    }
					    u_xlat0.xyz = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat25) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.w = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_9_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat4.x = u_xlat4.x + (-u_xlat5.x);
					    u_xlat25 = u_xlat25 * u_xlat4.x + u_xlat5.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_8_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins2Array_Type {
						vec4 unity_Builtins2Array.unity_SHArArray;
						vec4 unity_Builtins2Array.unity_SHAgArray;
						vec4 unity_Builtins2Array.unity_SHAbArray;
						vec4 unity_Builtins2Array.unity_SHBrArray;
						vec4 unity_Builtins2Array.unity_SHBgArray;
						vec4 unity_Builtins2Array.unity_SHBbArray;
						vec4 unity_Builtins2Array.unity_SHCArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw2 {
						unity_Builtins2Array_Type unity_Builtins2Array;
						vec4 unused_9_1[14];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					flat in  uint vs_SV_InstanceID0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					int u_xlati8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb4 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb4)) ? u_xlat12.xyz : u_xlat8.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat5.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat5.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat4.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat25 = u_xlat25 + u_xlat5.x;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat4.x, u_xlat25);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat4.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    if(u_xlatb27){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat4);
					        u_xlat6.y = dot(u_xlat7, u_xlat4);
					        u_xlat6.z = dot(u_xlat5, u_xlat4);
					    } else {
					        u_xlati8 = int(vs_SV_InstanceID0) + unity_BaseInstanceID;
					        u_xlati8 = u_xlati8 * 7;
					        u_xlat4.w = 1.0;
					        u_xlat6.x = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHArArray, u_xlat4);
					        u_xlat6.y = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAgArray, u_xlat4);
					        u_xlat6.z = dot(unity_Builtins2Array.unity_Builtins2Array.unity_SHAbArray, u_xlat4);
					    }
					    u_xlat0.yzw = u_xlat6.xyz + vs_TEXCOORD4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat0.yzw + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec2 u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb21)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat6.x = u_xlat6.x + (-u_xlat4.x);
					    u_xlat6.x = u_xlat19 * u_xlat6.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "SHADOWS_SCREEN" "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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec2 u_xlat12;
					float u_xlat18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat6.x = vs_TEXCOORD1.w;
					    u_xlat6.y = vs_TEXCOORD2.w;
					    u_xlat6.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb21)) ? u_xlat4.xyz : u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat6.x = u_xlat4.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat12.x, u_xlat6.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat6.x = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat12.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat12.xy);
					    u_xlat6.x = u_xlat6.x + (-u_xlat4.x);
					    u_xlat6.x = u_xlat19 * u_xlat6.x + u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat12.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * _LightColor0.xyz;
					    u_xlat4 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat19 = u_xlat4.w * unity_DynamicLightmap_HDR.x;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat19);
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat5 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat19 = max(u_xlat5.w, 9.99999975e-05);
					    u_xlat4.xyz = u_xlat4.xyz / vec3(u_xlat19);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat7.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat6.x = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat6.x + u_xlat1.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat6.x = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat6.x + u_xlat1.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat12.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat12.x = sqrt(u_xlat12.x);
					    u_xlat12.x = (-u_xlat25) + u_xlat12.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat12.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat12.x = (-u_xlat4.x) + 1.0;
					    u_xlat25 = u_xlat25 * u_xlat12.x + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat12;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat12.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat12.x = sqrt(u_xlat12.x);
					    u_xlat12.x = (-u_xlat25) + u_xlat12.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat12.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat12.x = (-u_xlat4.x) + 1.0;
					    u_xlat25 = u_xlat25 * u_xlat12.x + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat9.x = (-u_xlat2.x) + 1.0;
					    u_xlat12 = u_xlat12 * u_xlat9.x + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat9.x = (-u_xlat2.x) + 1.0;
					    u_xlat12 = u_xlat12 * u_xlat9.x + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.x = unity_MatrixV[0].z;
					    u_xlat0.y = unity_MatrixV[1].z;
					    u_xlat0.z = unity_MatrixV[2].z;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = sqrt(u_xlat9);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat3.x = (-u_xlat0.x) + u_xlat9;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat3.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat3.x = min(u_xlat3.x, 1.0);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat3.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat3.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat10 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.x = u_xlat3.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6 = log2(u_xlat2.w);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.y;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(u_xlat6);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat10);
					    u_xlat1.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat3.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat2.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = min(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = u_xlat9 * _ProjectionParams.z;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = u_xlat9 * unity_FogParams.x;
					    u_xlat9 = u_xlat9 * (-u_xlat9);
					    u_xlat9 = exp2(u_xlat9);
					    SV_Target0.xyz = vec3(u_xlat9) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_6_0[5];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = sqrt(u_xlat9);
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat3.x = (-u_xlat0.x) + u_xlat9;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat3.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat3.x = min(u_xlat3.x, 1.0);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat3.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat3.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat10 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.x = u_xlat3.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6 = log2(u_xlat2.w);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.y;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * unity_Lightmap_HDR.x;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(u_xlat6);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat10);
					    u_xlat1.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat3.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat2.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = min(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = u_xlat9 * _ProjectionParams.z;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = u_xlat9 * unity_FogParams.x;
					    u_xlat9 = u_xlat9 * (-u_xlat9);
					    u_xlat9 = exp2(u_xlat9);
					    SV_Target0.xyz = vec3(u_xlat9) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat14;
					float u_xlat19;
					float u_xlat20;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.z = sqrt(u_xlat19);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat9.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = (-u_xlat3.x) + u_xlat9.x;
					    u_xlat3.x = unity_ShadowFadeCenterAndType.w * u_xlat9.x + u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat2.x + u_xlat3.x;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat20 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat14, u_xlat8.x);
					        u_xlat3.x = min(u_xlat20, u_xlat8.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat1);
					        u_xlat4.y = dot(u_xlat5, u_xlat1);
					        u_xlat4.z = dot(u_xlat3, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat1);
					        u_xlat4.y = dot(unity_SHAg, u_xlat1);
					        u_xlat4.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat3 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat5.x = dot(unity_SHBr, u_xlat3);
					    u_xlat5.y = dot(unity_SHBg, u_xlat3);
					    u_xlat5.z = dot(unity_SHBb, u_xlat3);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat8.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat5.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat4.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat19 = log2(u_xlat3.w);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.y;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat19);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat19);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat7 * u_xlat1.x;
					    u_xlat1.xyz = (-u_xlat1.xxx) * _LightColor0.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat8.xyz);
					    u_xlat19 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat19 = u_xlat19 * _ProjectionParams.z;
					    u_xlat19 = max(u_xlat19, 0.0);
					    u_xlat19 = u_xlat19 * unity_FogParams.x;
					    u_xlat19 = u_xlat19 * (-u_xlat19);
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat19) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_6_0[5];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat14;
					float u_xlat19;
					float u_xlat20;
					int u_xlati21;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * _Color;
					    u_xlat0 = u_xlat0 * vs_COLOR0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.z = sqrt(u_xlat19);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati3 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati3].xyz;
					    u_xlati21 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati21 / 4][u_xlati21 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati21 + 1) / 4][(u_xlati21 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati21 + 2) / 4][(u_xlati21 + 2) % 4].z;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat9.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat9.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = (-u_xlat3.x) + u_xlat9.x;
					    u_xlat3.x = unity_ShadowFadeCenterAndType.w * u_xlat9.x + u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat2.x + u_xlat3.x;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat20 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat14, u_xlat8.x);
					        u_xlat3.x = min(u_xlat20, u_xlat8.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat1);
					        u_xlat4.y = dot(u_xlat5, u_xlat1);
					        u_xlat4.z = dot(u_xlat3, u_xlat1);
					    } else {
					        u_xlat1.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat1);
					        u_xlat4.y = dot(unity_SHAg, u_xlat1);
					        u_xlat4.z = dot(unity_SHAb, u_xlat1);
					    }
					    u_xlat3 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat5.x = dot(unity_SHBr, u_xlat3);
					    u_xlat5.y = dot(unity_SHBg, u_xlat3);
					    u_xlat5.z = dot(unity_SHBb, u_xlat3);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat8.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat5.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat4.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat19 = log2(u_xlat3.w);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.y;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat19 = u_xlat19 * unity_Lightmap_HDR.x;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat19);
					    u_xlat4 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat19 = u_xlat19 + 0.5;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = max(u_xlat4.w, 9.99999975e-05);
					    u_xlat3.xyz = u_xlat3.xyz / vec3(u_xlat19);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat7 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat7 * u_xlat1.x;
					    u_xlat1.xyz = (-u_xlat1.xxx) * _LightColor0.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat1.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat8.xyz);
					    u_xlat19 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat19 = u_xlat19 * _ProjectionParams.z;
					    u_xlat19 = max(u_xlat19, 0.0);
					    u_xlat19 = u_xlat19 * unity_FogParams.x;
					    u_xlat19 = u_xlat19 * (-u_xlat19);
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat19) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[9];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat8;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = unity_MatrixV[0].z;
					    u_xlat0.y = unity_MatrixV[1].z;
					    u_xlat0.z = unity_MatrixV[2].z;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat4.x = (-u_xlat0.x) + u_xlat12;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat4.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat4.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat13 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5 = log2(u_xlat2.w);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.y;
					    u_xlat5 = exp2(u_xlat5);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat5);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat13);
					    u_xlat2.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.x = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat8 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat8);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _Color;
						vec4 unused_0_5[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_6_0[5];
						vec4 unity_ShadowColor;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					float u_xlat8;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.x = vs_TEXCOORD1.w;
					    u_xlat1.y = vs_TEXCOORD2.w;
					    u_xlat1.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat1.xyz = u_xlat1.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat4.x = (-u_xlat0.x) + u_xlat12;
					    u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat4.x + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat0.x = u_xlat0.x + u_xlat1.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat1.z = sqrt(u_xlat4.x);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat4.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat13 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat2 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat5 = log2(u_xlat2.w);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.y;
					    u_xlat5 = exp2(u_xlat5);
					    u_xlat5 = u_xlat5 * unity_Lightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat5);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat13);
					    u_xlat2.xyz = (-u_xlat0.xxx) * _LightColor0.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, unity_ShadowColor.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _LightShadowData.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.x = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + 0.5;
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat8 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat8);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.w = u_xlat1.w;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat6.xy);
					    u_xlat1.x = u_xlat1.x + (-u_xlat2.x);
					    u_xlat15 = u_xlat15 * u_xlat1.x + u_xlat2.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat6.xy);
					    u_xlat1.x = u_xlat1.x + (-u_xlat2.x);
					    u_xlat15 = u_xlat15 * u_xlat1.x + u_xlat2.x;
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat25 = (-u_xlat4.x) + u_xlat25;
					    u_xlat25 = u_xlat12 * u_xlat25 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat25 = (-u_xlat4.x) + u_xlat25;
					    u_xlat25 = u_xlat12 * u_xlat25 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9 = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat9 = u_xlat9 + (-u_xlat2.x);
					    u_xlat12 = u_xlat12 * u_xlat9 + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					float u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9 = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat2.xy);
					    u_xlat9 = u_xlat9 + (-u_xlat2.x);
					    u_xlat12 = u_xlat12 * u_xlat9 + u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat15 = u_xlat15 + u_xlat1.x;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = min(u_xlat15, u_xlat1.x);
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat6;
					float u_xlat15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat15 = u_xlat15 + (-u_xlat1.x);
					    u_xlat15 = unity_ShadowFadeCenterAndType.w * u_xlat15 + u_xlat1.x;
					    u_xlat15 = u_xlat15 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat1 = texture(_ShadowMapTexture, u_xlat1.xy);
					    u_xlat15 = u_xlat15 + u_xlat1.x;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = min(u_xlat15, u_xlat1.x);
					    u_xlat1.xyz = vec3(u_xlat15) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * _SpecColor.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat15 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat3.z = sqrt(u_xlat15);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(u_xlat15) + u_xlat0.xyz;
					    u_xlat1 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat1.xyz = u_xlat1.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat15 = max(u_xlat1.w, 9.99999975e-05);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x + 0.5;
					    u_xlat3 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat6.x = log2(u_xlat3.w);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.y;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat3.xyz * u_xlat6.xxx;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz / vec3(u_xlat15);
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat15 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = vec3(u_xlat15) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat8.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat4.x = u_xlat12 + u_xlat4.x;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat25 = min(u_xlat25, u_xlat4.x);
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_10;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					void main()
					{
					    u_xlat8.x = vs_TEXCOORD1.w;
					    u_xlat8.y = vs_TEXCOORD2.w;
					    u_xlat8.z = vs_TEXCOORD3.w;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat8.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat25 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat25 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].z;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = u_xlat8.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat12) + u_xlat20;
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat12;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat4.x = u_xlat12 + u_xlat4.x;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat25 = min(u_xlat25, u_xlat4.x);
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat8.xyz = (bool(u_xlatb25)) ? u_xlat5.xyz : u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat8.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat5.y * 0.25;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat24 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat8.x = max(u_xlat16, u_xlat8.x);
					        u_xlat5.x = min(u_xlat24, u_xlat8.x);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat8.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat3);
					        u_xlat6.y = dot(u_xlat7, u_xlat3);
					        u_xlat6.z = dot(u_xlat5, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat3);
					        u_xlat6.y = dot(unity_SHAg, u_xlat3);
					        u_xlat6.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat5 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat8.x = u_xlat3.y * u_xlat3.y;
					    u_xlat8.x = u_xlat3.x * u_xlat3.x + (-u_xlat8.x);
					    u_xlat8.xyz = unity_SHC.xyz * u_xlat8.xxx + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat25 = log2(u_xlat5.w);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.y;
					    u_xlat25 = exp2(u_xlat25);
					    u_xlat25 = u_xlat25 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat25);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat25 = u_xlat25 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xxx + _WorldSpaceLightPos0.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat9.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _Gloss;
					    u_xlat9.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat12 = min(u_xlat12, u_xlat9.x);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "INSTANCING_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					in  vec4 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD5;
					in  float vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat5;
					vec2 u_xlat9;
					int u_xlati9;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(unity_Lightmap, vs_TEXCOORD5.xy);
					    u_xlat12 = log2(u_xlat0.w);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.y;
					    u_xlat12 = exp2(u_xlat12);
					    u_xlat12 = u_xlat12 * unity_Lightmap_HDR.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat2 = texture(unity_LightmapInd, vs_TEXCOORD5.xy);
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat2.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat13);
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat12);
					    u_xlat2 = texture(unity_DynamicLightmap, vs_TEXCOORD5.zw);
					    u_xlat12 = u_xlat2.w * unity_DynamicLightmap_HDR.x;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat12);
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3 = texture(unity_DynamicDirectionality, vs_TEXCOORD5.zw);
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat12 = max(u_xlat3.w, 9.99999975e-05);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat13 = u_xlat13 + 0.5;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat12);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat3.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat2.xyz = u_xlat2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat13) + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.xy = max(u_xlat1.xw, vec2(0.0, 0.0));
					    u_xlat5.x = log2(u_xlat1.y);
					    u_xlat9.x = _Specular * 128.0;
					    u_xlat5.x = u_xlat5.x * u_xlat9.x;
					    u_xlat5.x = exp2(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * _Gloss;
					    u_xlati9 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati9 / 4][u_xlati9 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati9 + 1) / 4][(u_xlati9 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati9 + 2) / 4][(u_xlati9 + 2) % 4].z;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + (-u_xlat9.x);
					    u_xlat12 = unity_ShadowFadeCenterAndType.w * u_xlat12 + u_xlat9.x;
					    u_xlat12 = u_xlat12 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat9.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat2 = texture(_ShadowMapTexture, u_xlat9.xy);
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat2 = texture(unity_ShadowMask, vs_TEXCOORD5.xy);
					    u_xlat9.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat12 = min(u_xlat12, u_xlat9.x);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xyz = u_xlat2.xyz * _SpecColor.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = u_xlat3 * _Color;
					    u_xlat3 = u_xlat3 * vs_COLOR0;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat3.w;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "FORWARD"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
			Blend SrcAlpha One, SrcAlpha One
			ColorMask RGB -1
			ZWrite Off
			GpuProgramID 126595
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_SHADOWMASK" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat0.zw;
					    vs_TEXCOORD6.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec2 u_xlat5;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD6.zw = u_xlat0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat0.zw;
					    vs_TEXCOORD6.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec2 u_xlat5;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD6.zw = u_xlat0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    vs_TEXCOORD6.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					float u_xlat8;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat8 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat8) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat4 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat8;
					int u_xlati8;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat8 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat8) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat11;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat11 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat3.xyz = vec3(u_xlat11) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat11 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat11) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					float u_xlat11;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat11 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat3.xyz = vec3(u_xlat11) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat11 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat11) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					float u_xlat8;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat8 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat8) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat4 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat8;
					int u_xlati8;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat8 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat8) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat11;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat11 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat3.xyz = vec3(u_xlat11) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat11 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat11) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					float u_xlat11;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat11 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    u_xlat3.xyz = vec3(u_xlat11) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat11 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat11) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD7 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD7 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD7 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD7 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_SHADOWMASK" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD7 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD7 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD7 = u_xlat0.z;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat0.zw;
					    vs_TEXCOORD6.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec2 u_xlat5;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD7 = u_xlat0.z;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD6.zw = u_xlat0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD7 = u_xlat0.z;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD6.zw = u_xlat0.zw;
					    vs_TEXCOORD6.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec2 u_xlat5;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD7 = u_xlat0.z;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD6.zw = u_xlat0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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 VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD6.zw = u_xlat1.zw;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					float u_xlat8;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD7 = u_xlat0.z;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat8 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat8) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat4 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat8;
					int u_xlati8;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD7 = u_xlat0.z;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat8 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat8) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD7 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD7 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					float u_xlat8;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD7 = u_xlat0.z;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat8 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat8) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat4 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat4 * 0.5;
					    vs_TEXCOORD6.zw = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat8;
					int u_xlati8;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    vs_TEXCOORD7 = u_xlat0.z;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat8 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat8) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD7 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD6.zw = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_5_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD5;
					out float vs_TEXCOORD7;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati10;
					float u_xlat17;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat2.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat17 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat17 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = vec3(u_xlat17) * u_xlat4.xyz;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.z = u_xlat2.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat2.z;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat2.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat2.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy;
					    vs_TEXCOORD7 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD6.zw = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
						vec4 _BumpMap_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_COLOR0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD7;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_COLOR0;
					out vec3 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD7 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_COLOR0 = in_COLOR0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD6.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD6.zw = vec2(0.0, 0.0);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_SHADOWMASK" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat5.x;
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat5.x;
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					float u_xlat34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb5 = u_xlat34<0.99000001;
					    if(u_xlatb5){
					        u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					        u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					        u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					        u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat6.xy = floor(u_xlat6.xy);
					        u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					        u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					        u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					        u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					        u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					        u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					        u_xlat9.x = u_xlat28.x;
					        u_xlat9.y = u_xlat7.x;
					        u_xlat9.z = u_xlat5.x;
					        u_xlat9.w = u_xlat8.x;
					        u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8.x = u_xlat28.y;
					        u_xlat8.y = u_xlat7.z;
					        u_xlat8.z = u_xlat5.y;
					        u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					        u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					        u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					        u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					        u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					        u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat8 = u_xlat8 * u_xlat10;
					        u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					        u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat16 = u_xlat16 * u_xlat8.y;
					        u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					        u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					        vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					        u_xlat16 = (-_LightShadowData.x) + 1.0;
					        u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    } else {
					        u_xlat5.x = 1.0;
					    }
					    u_xlat36 = u_xlat36 + (-u_xlat5.x);
					    u_xlat34 = u_xlat34 * u_xlat36 + u_xlat5.x;
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					int u_xlati33;
					float u_xlat34;
					int u_xlati34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati33 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati33].xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati34 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati34 / 4][u_xlati34 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati34 + 1) / 4][(u_xlati34 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati34 + 2) / 4][(u_xlati34 + 2) % 4].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb5 = u_xlat34<0.99000001;
					    if(u_xlatb5){
					        u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					        u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					        u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					        u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat6.xy = floor(u_xlat6.xy);
					        u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					        u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					        u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					        u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					        u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					        u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					        u_xlat9.x = u_xlat28.x;
					        u_xlat9.y = u_xlat7.x;
					        u_xlat9.z = u_xlat5.x;
					        u_xlat9.w = u_xlat8.x;
					        u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8.x = u_xlat28.y;
					        u_xlat8.y = u_xlat7.z;
					        u_xlat8.z = u_xlat5.y;
					        u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					        u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					        u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					        u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					        u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					        u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat8 = u_xlat8 * u_xlat10;
					        u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					        u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat16 = u_xlat16 * u_xlat8.y;
					        u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					        u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					        vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					        u_xlat16 = (-_LightShadowData.x) + 1.0;
					        u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    } else {
					        u_xlat5.x = 1.0;
					    }
					    u_xlat36 = u_xlat36 + (-u_xlat5.x);
					    u_xlat34 = u_xlat34 * u_xlat36 + u_xlat5.x;
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat5.x;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat5.x;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					float u_xlat34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					    u_xlat6.xy = floor(u_xlat6.xy);
					    u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					    u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					    u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					    u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					    u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					    u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					    u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					    u_xlat9.x = u_xlat28.x;
					    u_xlat9.y = u_xlat7.x;
					    u_xlat9.z = u_xlat5.x;
					    u_xlat9.w = u_xlat8.x;
					    u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8.x = u_xlat28.y;
					    u_xlat8.y = u_xlat7.z;
					    u_xlat8.z = u_xlat5.y;
					    u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					    u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					    u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					    u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					    u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					    u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					    u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					    u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					    u_xlat8 = u_xlat8 * u_xlat10;
					    u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					    vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat16 = u_xlat16 * u_xlat8.y;
					    u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					    u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					    vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					    vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					    u_xlat16 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    u_xlat34 = u_xlat34 + u_xlat5.x;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat34 = min(u_xlat36, u_xlat34);
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					int u_xlati33;
					float u_xlat34;
					int u_xlati34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati33 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati33].xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati34 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati34 / 4][u_xlati34 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati34 + 1) / 4][(u_xlati34 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati34 + 2) / 4][(u_xlati34 + 2) % 4].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					    u_xlat6.xy = floor(u_xlat6.xy);
					    u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					    u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					    u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					    u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					    u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					    u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					    u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					    u_xlat9.x = u_xlat28.x;
					    u_xlat9.y = u_xlat7.x;
					    u_xlat9.z = u_xlat5.x;
					    u_xlat9.w = u_xlat8.x;
					    u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8.x = u_xlat28.y;
					    u_xlat8.y = u_xlat7.z;
					    u_xlat8.z = u_xlat5.y;
					    u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					    u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					    u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					    u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					    u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					    u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					    u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					    u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					    u_xlat8 = u_xlat8 * u_xlat10;
					    u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					    vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat16 = u_xlat16 * u_xlat8.y;
					    u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					    u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					    vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					    vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					    u_xlat16 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    u_xlat34 = u_xlat34 + u_xlat5.x;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat34 = min(u_xlat36, u_xlat34);
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat5.x;
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat5.x;
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					float u_xlat34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb5 = u_xlat34<0.99000001;
					    if(u_xlatb5){
					        u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					        u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					        u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					        u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat6.xy = floor(u_xlat6.xy);
					        u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					        u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					        u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					        u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					        u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					        u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					        u_xlat9.x = u_xlat28.x;
					        u_xlat9.y = u_xlat7.x;
					        u_xlat9.z = u_xlat5.x;
					        u_xlat9.w = u_xlat8.x;
					        u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8.x = u_xlat28.y;
					        u_xlat8.y = u_xlat7.z;
					        u_xlat8.z = u_xlat5.y;
					        u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					        u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					        u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					        u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					        u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					        u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat8 = u_xlat8 * u_xlat10;
					        u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					        u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat16 = u_xlat16 * u_xlat8.y;
					        u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					        u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					        vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					        u_xlat16 = (-_LightShadowData.x) + 1.0;
					        u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    } else {
					        u_xlat5.x = 1.0;
					    }
					    u_xlat36 = u_xlat36 + (-u_xlat5.x);
					    u_xlat34 = u_xlat34 * u_xlat36 + u_xlat5.x;
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					int u_xlati33;
					float u_xlat34;
					int u_xlati34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati33 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati33].xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati34 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati34 / 4][u_xlati34 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati34 + 1) / 4][(u_xlati34 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati34 + 2) / 4][(u_xlati34 + 2) % 4].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb5 = u_xlat34<0.99000001;
					    if(u_xlatb5){
					        u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					        u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					        u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					        u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat6.xy = floor(u_xlat6.xy);
					        u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					        u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					        u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					        u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					        u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					        u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					        u_xlat9.x = u_xlat28.x;
					        u_xlat9.y = u_xlat7.x;
					        u_xlat9.z = u_xlat5.x;
					        u_xlat9.w = u_xlat8.x;
					        u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8.x = u_xlat28.y;
					        u_xlat8.y = u_xlat7.z;
					        u_xlat8.z = u_xlat5.y;
					        u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					        u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					        u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					        u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					        u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					        u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat8 = u_xlat8 * u_xlat10;
					        u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					        u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat16 = u_xlat16 * u_xlat8.y;
					        u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					        u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					        vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					        u_xlat16 = (-_LightShadowData.x) + 1.0;
					        u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    } else {
					        u_xlat5.x = 1.0;
					    }
					    u_xlat36 = u_xlat36 + (-u_xlat5.x);
					    u_xlat34 = u_xlat34 * u_xlat36 + u_xlat5.x;
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat5.x;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat5.x;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					float u_xlat34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					    u_xlat6.xy = floor(u_xlat6.xy);
					    u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					    u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					    u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					    u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					    u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					    u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					    u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					    u_xlat9.x = u_xlat28.x;
					    u_xlat9.y = u_xlat7.x;
					    u_xlat9.z = u_xlat5.x;
					    u_xlat9.w = u_xlat8.x;
					    u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8.x = u_xlat28.y;
					    u_xlat8.y = u_xlat7.z;
					    u_xlat8.z = u_xlat5.y;
					    u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					    u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					    u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					    u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					    u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					    u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					    u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					    u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					    u_xlat8 = u_xlat8 * u_xlat10;
					    u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					    vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat16 = u_xlat16 * u_xlat8.y;
					    u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					    u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					    vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					    vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					    u_xlat16 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    u_xlat34 = u_xlat34 + u_xlat5.x;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat34 = min(u_xlat36, u_xlat34);
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					int u_xlati33;
					float u_xlat34;
					int u_xlati34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati33 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati33].xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati34 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati34 / 4][u_xlati34 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati34 + 1) / 4][(u_xlati34 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati34 + 2) / 4][(u_xlati34 + 2) % 4].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					    u_xlat6.xy = floor(u_xlat6.xy);
					    u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					    u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					    u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					    u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					    u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					    u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					    u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					    u_xlat9.x = u_xlat28.x;
					    u_xlat9.y = u_xlat7.x;
					    u_xlat9.z = u_xlat5.x;
					    u_xlat9.w = u_xlat8.x;
					    u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8.x = u_xlat28.y;
					    u_xlat8.y = u_xlat7.z;
					    u_xlat8.z = u_xlat5.y;
					    u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					    u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					    u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					    u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					    u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					    u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					    u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					    u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					    u_xlat8 = u_xlat8 * u_xlat10;
					    u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					    vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat16 = u_xlat16 * u_xlat8.y;
					    u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					    u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					    vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					    vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					    u_xlat16 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    u_xlat34 = u_xlat34 + u_xlat5.x;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat34 = min(u_xlat36, u_xlat34);
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.x = unity_MatrixV[0].z;
					    u_xlat3.y = unity_MatrixV[1].z;
					    u_xlat3.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat3.x = u_xlat3.x + (-u_xlat4.x);
					    u_xlat17 = u_xlat17 * u_xlat3.x + u_xlat4.x;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat3.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat3.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat3.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat3.x = u_xlat3.x + (-u_xlat4.x);
					    u_xlat17 = u_xlat17 * u_xlat3.x + u_xlat4.x;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat13 = u_xlat13 + (-u_xlat4.x);
					    u_xlat2.w = u_xlat17 * u_xlat13 + u_xlat4.x;
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat13 = u_xlat13 + (-u_xlat4.x);
					    u_xlat2.w = u_xlat17 * u_xlat13 + u_xlat4.x;
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.x = unity_MatrixV[0].z;
					    u_xlat3.y = unity_MatrixV[1].z;
					    u_xlat3.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat17 = min(u_xlat3.x, u_xlat17);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat3.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat3.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat3.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat17 = min(u_xlat3.x, u_xlat17);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat2.w = min(u_xlat13, u_xlat17);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat2.w = min(u_xlat13, u_xlat17);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.x = unity_MatrixV[0].z;
					    u_xlat3.y = unity_MatrixV[1].z;
					    u_xlat3.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat3.x = u_xlat3.x + (-u_xlat4.x);
					    u_xlat17 = u_xlat17 * u_xlat3.x + u_xlat4.x;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat3.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat3.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat3.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat3.x = u_xlat3.x + (-u_xlat4.x);
					    u_xlat17 = u_xlat17 * u_xlat3.x + u_xlat4.x;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat13 = u_xlat13 + (-u_xlat4.x);
					    u_xlat2.w = u_xlat17 * u_xlat13 + u_xlat4.x;
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					float u_xlat18;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat13 = u_xlat13 + (-u_xlat4.x);
					    u_xlat2.w = u_xlat17 * u_xlat13 + u_xlat4.x;
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.x = unity_MatrixV[0].z;
					    u_xlat3.y = unity_MatrixV[1].z;
					    u_xlat3.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat17 = min(u_xlat3.x, u_xlat17);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat3.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat3.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat3.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat17 = min(u_xlat3.x, u_xlat17);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat2.w = min(u_xlat13, u_xlat17);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					float u_xlat18;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat2.w = min(u_xlat13, u_xlat17);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat12 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat12 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat12 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat12 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_SHADOWMASK" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat12 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat7;
					float u_xlat12;
					float u_xlat14;
					bool u_xlatb14;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat14 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat14 = min(u_xlat14, 1.0);
					    u_xlat14 = (-u_xlat14) + 1.0;
					    u_xlat2.z = sqrt(u_xlat14);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat7 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat14, u_xlat7);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat14 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat14) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat12) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat4 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat12 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					float u_xlat15;
					float u_xlat17;
					bool u_xlatb17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlatb17 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb17){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb17)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat13 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat17, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat17 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat17 = u_xlat17 * u_xlat3.w;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat5.x;
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat5.x;
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					float u_xlat34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb5 = u_xlat34<0.99000001;
					    if(u_xlatb5){
					        u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					        u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					        u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					        u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat6.xy = floor(u_xlat6.xy);
					        u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					        u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					        u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					        u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					        u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					        u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					        u_xlat9.x = u_xlat28.x;
					        u_xlat9.y = u_xlat7.x;
					        u_xlat9.z = u_xlat5.x;
					        u_xlat9.w = u_xlat8.x;
					        u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8.x = u_xlat28.y;
					        u_xlat8.y = u_xlat7.z;
					        u_xlat8.z = u_xlat5.y;
					        u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					        u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					        u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					        u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					        u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					        u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat8 = u_xlat8 * u_xlat10;
					        u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					        u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat16 = u_xlat16 * u_xlat8.y;
					        u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					        u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					        vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					        u_xlat16 = (-_LightShadowData.x) + 1.0;
					        u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    } else {
					        u_xlat5.x = 1.0;
					    }
					    u_xlat36 = u_xlat36 + (-u_xlat5.x);
					    u_xlat34 = u_xlat34 * u_xlat36 + u_xlat5.x;
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    u_xlat33 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					int u_xlati33;
					float u_xlat34;
					int u_xlati34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati33 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati33].xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati34 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati34 / 4][u_xlati34 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati34 + 1) / 4][(u_xlati34 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati34 + 2) / 4][(u_xlati34 + 2) % 4].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb5 = u_xlat34<0.99000001;
					    if(u_xlatb5){
					        u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					        u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					        u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					        u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat6.xy = floor(u_xlat6.xy);
					        u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					        u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					        u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					        u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					        u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					        u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					        u_xlat9.x = u_xlat28.x;
					        u_xlat9.y = u_xlat7.x;
					        u_xlat9.z = u_xlat5.x;
					        u_xlat9.w = u_xlat8.x;
					        u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8.x = u_xlat28.y;
					        u_xlat8.y = u_xlat7.z;
					        u_xlat8.z = u_xlat5.y;
					        u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					        u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					        u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					        u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					        u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					        u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat8 = u_xlat8 * u_xlat10;
					        u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					        u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat16 = u_xlat16 * u_xlat8.y;
					        u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					        u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					        vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					        u_xlat16 = (-_LightShadowData.x) + 1.0;
					        u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    } else {
					        u_xlat5.x = 1.0;
					    }
					    u_xlat36 = u_xlat36 + (-u_xlat5.x);
					    u_xlat34 = u_xlat34 * u_xlat36 + u_xlat5.x;
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    u_xlat33 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat5.x;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat5.x;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					float u_xlat34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					    u_xlat6.xy = floor(u_xlat6.xy);
					    u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					    u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					    u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					    u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					    u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					    u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					    u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					    u_xlat9.x = u_xlat28.x;
					    u_xlat9.y = u_xlat7.x;
					    u_xlat9.z = u_xlat5.x;
					    u_xlat9.w = u_xlat8.x;
					    u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8.x = u_xlat28.y;
					    u_xlat8.y = u_xlat7.z;
					    u_xlat8.z = u_xlat5.y;
					    u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					    u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					    u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					    u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					    u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					    u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					    u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					    u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					    u_xlat8 = u_xlat8 * u_xlat10;
					    u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					    vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat16 = u_xlat16 * u_xlat8.y;
					    u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					    u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					    vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					    vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					    u_xlat16 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    u_xlat34 = u_xlat34 + u_xlat5.x;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat34 = min(u_xlat36, u_xlat34);
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    u_xlat33 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					int u_xlati33;
					float u_xlat34;
					int u_xlati34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati33 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati33].xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati34 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati34 / 4][u_xlati34 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati34 + 1) / 4][(u_xlati34 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati34 + 2) / 4][(u_xlati34 + 2) % 4].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					    u_xlat6.xy = floor(u_xlat6.xy);
					    u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					    u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					    u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					    u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					    u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					    u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					    u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					    u_xlat9.x = u_xlat28.x;
					    u_xlat9.y = u_xlat7.x;
					    u_xlat9.z = u_xlat5.x;
					    u_xlat9.w = u_xlat8.x;
					    u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8.x = u_xlat28.y;
					    u_xlat8.y = u_xlat7.z;
					    u_xlat8.z = u_xlat5.y;
					    u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					    u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					    u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					    u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					    u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					    u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					    u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					    u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					    u_xlat8 = u_xlat8 * u_xlat10;
					    u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					    vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat16 = u_xlat16 * u_xlat8.y;
					    u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					    u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					    vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					    vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					    u_xlat16 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    u_xlat34 = u_xlat34 + u_xlat5.x;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat34 = min(u_xlat36, u_xlat34);
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    u_xlat33 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat5.x;
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat5.x;
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					float u_xlat34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb5 = u_xlat34<0.99000001;
					    if(u_xlatb5){
					        u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					        u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					        u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					        u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat6.xy = floor(u_xlat6.xy);
					        u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					        u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					        u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					        u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					        u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					        u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					        u_xlat9.x = u_xlat28.x;
					        u_xlat9.y = u_xlat7.x;
					        u_xlat9.z = u_xlat5.x;
					        u_xlat9.w = u_xlat8.x;
					        u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8.x = u_xlat28.y;
					        u_xlat8.y = u_xlat7.z;
					        u_xlat8.z = u_xlat5.y;
					        u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					        u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					        u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					        u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					        u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					        u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat8 = u_xlat8 * u_xlat10;
					        u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					        u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat16 = u_xlat16 * u_xlat8.y;
					        u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					        u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					        vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					        u_xlat16 = (-_LightShadowData.x) + 1.0;
					        u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    } else {
					        u_xlat5.x = 1.0;
					    }
					    u_xlat36 = u_xlat36 + (-u_xlat5.x);
					    u_xlat34 = u_xlat34 * u_xlat36 + u_xlat5.x;
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    u_xlat33 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					int u_xlati33;
					float u_xlat34;
					int u_xlati34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati33 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati33].xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati34 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati34 / 4][u_xlati34 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati34 + 1) / 4][(u_xlati34 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati34 + 2) / 4][(u_xlati34 + 2) % 4].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb5 = u_xlat34<0.99000001;
					    if(u_xlatb5){
					        u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					        u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					        u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					        u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat6.xy = floor(u_xlat6.xy);
					        u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					        u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					        u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					        u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					        u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					        u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					        u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					        u_xlat9.x = u_xlat28.x;
					        u_xlat9.y = u_xlat7.x;
					        u_xlat9.z = u_xlat5.x;
					        u_xlat9.w = u_xlat8.x;
					        u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8.x = u_xlat28.y;
					        u_xlat8.y = u_xlat7.z;
					        u_xlat8.z = u_xlat5.y;
					        u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					        u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					        u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					        u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					        u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					        u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat8 = u_xlat8 * u_xlat10;
					        u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					        u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat16 = u_xlat16 * u_xlat8.y;
					        u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					        u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					        vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					        u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					        u_xlat16 = (-_LightShadowData.x) + 1.0;
					        u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    } else {
					        u_xlat5.x = 1.0;
					    }
					    u_xlat36 = u_xlat36 + (-u_xlat5.x);
					    u_xlat34 = u_xlat34 * u_xlat36 + u_xlat5.x;
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    u_xlat33 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat5.x;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat11;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat11);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    vec3 txVec0 = vec3(u_xlat5.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat11 + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat5.x;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlatb21 = 0.0<u_xlat4.z;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat21 = u_xlat21 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat21 = u_xlat21 * u_xlat4.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					float u_xlat34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					    u_xlat6.xy = floor(u_xlat6.xy);
					    u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					    u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					    u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					    u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					    u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					    u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					    u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					    u_xlat9.x = u_xlat28.x;
					    u_xlat9.y = u_xlat7.x;
					    u_xlat9.z = u_xlat5.x;
					    u_xlat9.w = u_xlat8.x;
					    u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8.x = u_xlat28.y;
					    u_xlat8.y = u_xlat7.z;
					    u_xlat8.z = u_xlat5.y;
					    u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					    u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					    u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					    u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					    u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					    u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					    u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					    u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					    u_xlat8 = u_xlat8 * u_xlat10;
					    u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					    vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat16 = u_xlat16 * u_xlat8.y;
					    u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					    u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					    vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					    vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					    u_xlat16 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    u_xlat34 = u_xlat34 + u_xlat5.x;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat34 = min(u_xlat36, u_xlat34);
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    u_xlat33 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 unused_0_3[4];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_9[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					float u_xlat16;
					float u_xlat22;
					vec2 u_xlat28;
					float u_xlat33;
					int u_xlati33;
					float u_xlat34;
					int u_xlati34;
					float u_xlat36;
					bool u_xlatb36;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati33 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati33].xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat4 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_WorldToLight[3];
					    u_xlati34 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati34 / 4][u_xlati34 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati34 + 1) / 4][(u_xlati34 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati34 + 2) / 4][(u_xlati34 + 2) % 4].z;
					    u_xlat34 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat34) + u_xlat36;
					    u_xlat34 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat34;
					    u_xlat34 = u_xlat34 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb36)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat36, u_xlat16);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat36 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat5 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat5.xyz = u_xlat5.xyz / u_xlat5.www;
					    u_xlat6.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					    u_xlat6.xy = floor(u_xlat6.xy);
					    u_xlat5.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat6.xy);
					    u_xlat7 = u_xlat5.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					    u_xlat8.xw = u_xlat7.xz * u_xlat7.xz;
					    u_xlat28.xy = u_xlat8.xw * vec2(0.5, 0.5) + (-u_xlat5.xy);
					    u_xlat7.xz = (-u_xlat5.xy) + vec2(1.0, 1.0);
					    u_xlat9.xy = min(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat7.xz = (-u_xlat9.xy) * u_xlat9.xy + u_xlat7.xz;
					    u_xlat5.xy = max(u_xlat5.xy, vec2(0.0, 0.0));
					    u_xlat5.xy = (-u_xlat5.xy) * u_xlat5.xy + u_xlat7.yw;
					    u_xlat9.x = u_xlat28.x;
					    u_xlat9.y = u_xlat7.x;
					    u_xlat9.z = u_xlat5.x;
					    u_xlat9.w = u_xlat8.x;
					    u_xlat9 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8.x = u_xlat28.y;
					    u_xlat8.y = u_xlat7.z;
					    u_xlat8.z = u_xlat5.y;
					    u_xlat7 = u_xlat8 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					    u_xlat8 = u_xlat9.ywyw + u_xlat9.xzxz;
					    u_xlat10 = u_xlat7.yyww + u_xlat7.xxzz;
					    u_xlat5.xy = u_xlat9.yw / u_xlat8.zw;
					    u_xlat5.xy = u_xlat5.xy + vec2(-1.5, 0.5);
					    u_xlat28.xy = u_xlat7.yw / u_xlat10.yw;
					    u_xlat28.xy = u_xlat28.xy + vec2(-1.5, 0.5);
					    u_xlat7.xy = u_xlat5.xy * _ShadowMapTexture_TexelSize.xx;
					    u_xlat7.zw = u_xlat28.xy * _ShadowMapTexture_TexelSize.yy;
					    u_xlat8 = u_xlat8 * u_xlat10;
					    u_xlat9 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					    vec3 txVec0 = vec3(u_xlat9.xy,u_xlat5.z);
					    u_xlat5.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    vec3 txVec1 = vec3(u_xlat9.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat16 = u_xlat16 * u_xlat8.y;
					    u_xlat5.x = u_xlat8.x * u_xlat5.x + u_xlat16;
					    u_xlat6 = u_xlat6.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					    vec3 txVec2 = vec3(u_xlat6.xy,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.x = u_xlat8.z * u_xlat16 + u_xlat5.x;
					    vec3 txVec3 = vec3(u_xlat6.zw,u_xlat5.z);
					    u_xlat16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat5.x = u_xlat8.w * u_xlat16 + u_xlat5.x;
					    u_xlat16 = (-_LightShadowData.x) + 1.0;
					    u_xlat5.x = u_xlat5.x * u_xlat16 + _LightShadowData.x;
					    u_xlat34 = u_xlat34 + u_xlat5.x;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat34 = min(u_xlat36, u_xlat34);
					    u_xlatb36 = 0.0<u_xlat4.z;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat5.xy = u_xlat4.xy / u_xlat4.ww;
					    u_xlat5.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xy);
					    u_xlat36 = u_xlat36 * u_xlat5.w;
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTextureB0, u_xlat4.xx);
					    u_xlat36 = u_xlat36 * u_xlat4.x;
					    u_xlat34 = u_xlat34 * u_xlat36;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat34) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat33) + u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat22 = _Specular * 128.0;
					    u_xlat11.x = log2(u_xlat0.y);
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat11.x = exp2(u_xlat11.x);
					    u_xlat11.x = u_xlat11.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat11.xyz = u_xlat11.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat11.xyz;
					    u_xlat33 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.x = unity_MatrixV[0].z;
					    u_xlat3.y = unity_MatrixV[1].z;
					    u_xlat3.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat3.x = u_xlat3.x + (-u_xlat4.x);
					    u_xlat17 = u_xlat17 * u_xlat3.x + u_xlat4.x;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat3.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat3.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat3.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat3.x = u_xlat3.x + (-u_xlat4.x);
					    u_xlat17 = u_xlat17 * u_xlat3.x + u_xlat4.x;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat13 = u_xlat13 + (-u_xlat4.x);
					    u_xlat2.w = u_xlat17 * u_xlat13 + u_xlat4.x;
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat13 = u_xlat13 + (-u_xlat4.x);
					    u_xlat2.w = u_xlat17 * u_xlat13 + u_xlat4.x;
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.x = unity_MatrixV[0].z;
					    u_xlat3.y = unity_MatrixV[1].z;
					    u_xlat3.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat17 = min(u_xlat3.x, u_xlat17);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat3.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat3.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat3.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat17 = min(u_xlat3.x, u_xlat17);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_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[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat2.w = min(u_xlat13, u_xlat17);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					float u_xlat18;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.xy / vs_TEXCOORD6.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat2.w = min(u_xlat13, u_xlat17);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.x = unity_MatrixV[0].z;
					    u_xlat3.y = unity_MatrixV[1].z;
					    u_xlat3.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat3.x = u_xlat3.x + (-u_xlat4.x);
					    u_xlat17 = u_xlat17 * u_xlat3.x + u_xlat4.x;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat3.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat3.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat3.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat3.x = u_xlat3.x + (-u_xlat4.x);
					    u_xlat17 = u_xlat17 * u_xlat3.x + u_xlat4.x;
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat13 = u_xlat13 + (-u_xlat4.x);
					    u_xlat2.w = u_xlat17 * u_xlat13 + u_xlat4.x;
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					float u_xlat18;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat13 = u_xlat13 + (-u_xlat4.x);
					    u_xlat2.w = u_xlat17 * u_xlat13 + u_xlat4.x;
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.x = unity_MatrixV[0].z;
					    u_xlat3.y = unity_MatrixV[1].z;
					    u_xlat3.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat17 = min(u_xlat3.x, u_xlat17);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat3.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat3.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat3.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = (-u_xlat17) + u_xlat3.x;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat3.x + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat8.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat8.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat8.x, u_xlat4.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat3.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat8.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat8.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat17 = min(u_xlat3.x, u_xlat17);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = vec3(u_xlat17) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat2.w = min(u_xlat13, u_xlat17);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  float vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat15;
					float u_xlat17;
					int u_xlati17;
					float u_xlat18;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = u_xlat1 * _Color;
					    u_xlat1 = u_xlat1 * vs_COLOR0;
					    u_xlat2 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat17 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat17 = min(u_xlat17, 1.0);
					    u_xlat17 = (-u_xlat17) + 1.0;
					    u_xlat2.z = sqrt(u_xlat17);
					    u_xlat3.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy + unity_WorldToLight[3].xy;
					    u_xlati17 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati17 / 4][u_xlati17 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati17 + 1) / 4][(u_xlati17 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati17 + 2) / 4][(u_xlati17 + 2) % 4].z;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat13 = sqrt(u_xlat13);
					    u_xlat13 = (-u_xlat17) + u_xlat13;
					    u_xlat17 = unity_ShadowFadeCenterAndType.w * u_xlat13 + u_xlat17;
					    u_xlat17 = u_xlat17 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlatb13 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb13){
					        u_xlatb13 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb13)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat13 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat18 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat18, u_xlat13);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat13 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD6.zw / hlslcc_FragCoord.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat17 = u_xlat17 + u_xlat4.x;
					    u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					    u_xlat2.w = min(u_xlat13, u_xlat17);
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xy);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2 = u_xlat2.xxxw * u_xlat3;
					    u_xlat3.xyz = u_xlat2.www * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat15) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.xw = max(u_xlat0.xw, vec2(0.0, 0.0));
					    u_xlat5 = _Specular * 128.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _Gloss;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * _SpecColor.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat21));
					    u_xlat19 = u_xlat19 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat27));
					    u_xlat25 = u_xlat25 * u_xlat4.x;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat21 = u_xlat21 + (-u_xlat22);
					    u_xlat19 = u_xlat19 * u_xlat21 + u_xlat22;
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = u_xlat25<0.99000001;
					    if(u_xlatb28){
					        u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					        u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					        u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					        u_xlat28 = max(u_xlat28, 9.99999975e-06);
					        u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					        u_xlat28 = _LightProjectionParams.y / u_xlat28;
					        u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					        u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					        u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					        u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat5.x = (-_LightShadowData.x) + 1.0;
					        u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    } else {
					        u_xlat28 = 1.0;
					    }
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat25 = u_xlat25 * u_xlat27 + u_xlat28;
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					float u_xlat19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat12;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat19 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat3.z = sqrt(u_xlat19);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat21 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat21 = sqrt(u_xlat21);
					    u_xlat21 = (-u_xlat19) + u_xlat21;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat21 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb21 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb21){
					        u_xlatb21 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb21)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat21 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat22 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat21, u_xlat22);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat21 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat22 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat22 = max(abs(u_xlat5.z), u_xlat22);
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.z);
					    u_xlat22 = max(u_xlat22, 9.99999975e-06);
					    u_xlat22 = u_xlat22 * _LightProjectionParams.w;
					    u_xlat22 = _LightProjectionParams.y / u_xlat22;
					    u_xlat22 = u_xlat22 + (-_LightProjectionParams.x);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat22);
					    u_xlat22 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat22 = u_xlat22 * u_xlat5.x + _LightShadowData.x;
					    u_xlat19 = u_xlat19 + u_xlat22;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat19 = min(u_xlat21, u_xlat19);
					    u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat21));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat21 = u_xlat4.w * u_xlat5.x;
					    u_xlat19 = u_xlat19 * u_xlat21;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat18) + u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat12 = _Specular * 128.0;
					    u_xlat6.x = log2(u_xlat0.y);
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat6.x = exp2(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat6.xyz = u_xlat6.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat18 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 _SpecColor;
						mat4x4 unity_WorldToLight;
						vec4 _Color;
						float _Specular;
						float _Gloss;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D unity_ShadowMask;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD7;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec4 vs_COLOR0;
					in  vec4 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat16;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat2 * _Color;
					    u_xlat2 = u_xlat2 * vs_COLOR0;
					    u_xlat3 = texture(_BumpMap, vs_TEXCOORD0.zw);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat3.z = sqrt(u_xlat25);
					    u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat25) + u_xlat27;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb27)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat27, u_xlat28);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5 = texture(unity_ShadowMask, vs_TEXCOORD6.xy);
					    }
					    u_xlat27 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat5.xyz = vs_TEXCOORD4.xyz + (-_LightPositionRange.xyz);
					    u_xlat28 = max(abs(u_xlat5.y), abs(u_xlat5.x));
					    u_xlat28 = max(abs(u_xlat5.z), u_xlat28);
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.z);
					    u_xlat28 = max(u_xlat28, 9.99999975e-06);
					    u_xlat28 = u_xlat28 * _LightProjectionParams.w;
					    u_xlat28 = _LightProjectionParams.y / u_xlat28;
					    u_xlat28 = u_xlat28 + (-_LightProjectionParams.x);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat5.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					    vec4 txVec0 = vec4(u_xlat6.xyz,u_xlat28);
					    u_xlat6.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					    vec4 txVec1 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					    u_xlat7.xyz = u_xlat5.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					    vec4 txVec2 = vec4(u_xlat7.xyz,u_xlat28);
					    u_xlat6.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					    vec4 txVec3 = vec4(u_xlat5.xyz,u_xlat28);
					    u_xlat6.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					    u_xlat28 = dot(u_xlat6, vec4(0.25, 0.25, 0.25, 0.25));
					    u_xlat5.x = (-_LightShadowData.x) + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat5.x + _LightShadowData.x;
					    u_xlat25 = u_xlat25 + u_xlat28;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat25 = min(u_xlat27, u_xlat25);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat27));
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xyz);
					    u_xlat27 = u_xlat4.w * u_xlat5.x;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat24) + u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat0.y = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.xy = max(u_xlat0.xy, vec2(0.0, 0.0));
					    u_xlat16 = _Specular * 128.0;
					    u_xlat8.x = log2(u_xlat0.y);
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * _Gloss;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * _SpecColor.xyz;
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xxx + u_xlat8.xyz;
					    u_xlat24 = vs_TEXCOORD7 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "Meta"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
			Cull Off
			GpuProgramID 188394
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[7];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					layout(std140) uniform UnityMetaPass {
						bvec4 unity_MetaVertexControl;
						vec4 unused_4_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat12;
					bool u_xlatb12;
					void main()
					{
					    u_xlatb0 = 0.0<in_POSITION0.z;
					    u_xlat0.z = u_xlatb0 ? 9.99999975e-05 : float(0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.x) ? u_xlat0.xyz : in_POSITION0.xyz;
					    u_xlatb12 = 0.0<u_xlat0.z;
					    u_xlat1.z = u_xlatb12 ? 9.99999975e-05 : float(0.0);
					    u_xlat1.xy = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.y) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = u_xlat0 + unity_MatrixVP[3];
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat12 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    u_xlat3.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat3.xyz;
					    vs_TEXCOORD1.w = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.w = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat3.z;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[7];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					layout(std140) uniform UnityMetaPass {
						bvec4 unity_MetaVertexControl;
						vec4 unused_5_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					void main()
					{
					    u_xlatb0 = 0.0<in_POSITION0.z;
					    u_xlat0.z = u_xlatb0 ? 9.99999975e-05 : float(0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.x) ? u_xlat0.xyz : in_POSITION0.xyz;
					    u_xlatb12 = 0.0<u_xlat0.z;
					    u_xlat1.z = u_xlatb12 ? 9.99999975e-05 : float(0.0);
					    u_xlat1.xy = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.y) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat1 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = u_xlat1 + unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4];
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat12 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    u_xlat3.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat3.xyz;
					    vs_TEXCOORD1.w = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.w = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat3.z;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    vs_COLOR0 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "INSTANCING_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[7];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_5_1[16];
					};
					layout(std140) uniform UnityMetaPass {
						bvec4 unity_MetaVertexControl;
						vec4 unused_6_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					int u_xlati4;
					float u_xlat8;
					bool u_xlatb12;
					void main()
					{
					    u_xlatb0 = 0.0<in_POSITION0.z;
					    u_xlat0.z = u_xlatb0 ? 9.99999975e-05 : float(0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.x) ? u_xlat0.xyz : in_POSITION0.xyz;
					    u_xlatb12 = 0.0<u_xlat0.z;
					    u_xlat1.z = u_xlatb12 ? 9.99999975e-05 : float(0.0);
					    u_xlat1.xy = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.y) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = u_xlat0 + unity_MatrixVP[3];
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlati4 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati4 << 3;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.xzw = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat0.x;
					    u_xlat3.xyz = in_POSITION0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].xyz * in_POSITION0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].xyz * in_POSITION0.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat3.xyz;
					    vs_TEXCOORD1.w = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat3.z;
					    vs_TEXCOORD2.y = u_xlat0.z;
					    vs_TEXCOORD3.y = u_xlat0.w;
					    vs_COLOR0 = in_COLOR0;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "INSTANCING_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[7];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						vec4 unused_1_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					layout(std140) uniform UnityDrawCallInfo {
						int unity_BaseInstanceID;
					};
					struct unity_Builtins0Array_Type {
						mat4x4 unity_Builtins0Array.unity_ObjectToWorldArray;
						mat4x4 unity_Builtins0Array.unity_WorldToObjectArray;
					};
					layout(std140) uniform UnityInstancing_PerDraw0 {
						unity_Builtins0Array_Type unity_Builtins0Array;
						vec4 unused_6_1[16];
					};
					layout(std140) uniform UnityMetaPass {
						bvec4 unity_MetaVertexControl;
						vec4 unused_7_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					in  vec4 in_COLOR0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_COLOR0;
					flat out uint vs_SV_InstanceID0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					int u_xlati4;
					float u_xlat8;
					int u_xlati12;
					bool u_xlatb12;
					void main()
					{
					    u_xlatb0 = 0.0<in_POSITION0.z;
					    u_xlat0.z = u_xlatb0 ? 9.99999975e-05 : float(0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.x) ? u_xlat0.xyz : in_POSITION0.xyz;
					    u_xlatb12 = 0.0<u_xlat0.z;
					    u_xlat1.z = u_xlatb12 ? 9.99999975e-05 : float(0.0);
					    u_xlat1.xy = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.y) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat1 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = u_xlat1 + unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4];
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlati4 = gl_InstanceID + unity_BaseInstanceID;
					    u_xlati4 = u_xlati4 << 3;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[u_xlati4].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 1)].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_Builtins0Array.unity_Builtins0Array.unity_WorldToObjectArray[(u_xlati4 + 2)].xyz);
					    u_xlat8 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat1.xyz = vec3(u_xlat8) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].yzx;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat8 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat8 = inversesqrt(u_xlat8);
					    u_xlat2.xyz = vec3(u_xlat8) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.xzw = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat0.x;
					    u_xlat3.xyz = in_POSITION0.yyy * unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 1)].xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[u_xlati4].xyz * in_POSITION0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 2)].xyz * in_POSITION0.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_Builtins0Array.unity_Builtins0Array.unity_ObjectToWorldArray[(u_xlati4 + 3)].xyz * in_POSITION0.www + u_xlat3.xyz;
					    vs_TEXCOORD1.w = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat3.z;
					    vs_TEXCOORD2.y = u_xlat0.z;
					    vs_TEXCOORD3.y = u_xlat0.w;
					    vs_COLOR0 = in_COLOR0;
					    vs_SV_InstanceID0 =  uint(gl_InstanceID);
					    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[4];
						vec4 _Color;
						float unity_OneOverOutputBoost;
						float unity_MaxOutputValue;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityMetaPass {
						vec4 unused_1_0;
						bvec4 unity_MetaFragmentControl;
						vec4 unused_1_2;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vs_COLOR0.xyz;
					    u_xlat0.xyz = log2(u_xlat0.xyz);
					    u_xlat3 = unity_OneOverOutputBoost;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat3);
					    u_xlat0.xyz = exp2(u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(vec3(unity_MaxOutputValue, unity_MaxOutputValue, unity_MaxOutputValue)));
					    u_xlat0.w = 1.0;
					    u_xlat0 = (unity_MetaFragmentControl.x) ? u_xlat0 : vec4(0.0, 0.0, 0.0, 0.0);
					    SV_Target0 = (unity_MetaFragmentControl.y) ? vec4(0.0, 0.0, 0.0, 1.0) : u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define 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[4];
						vec4 _Color;
						float unity_OneOverOutputBoost;
						float unity_MaxOutputValue;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityMetaPass {
						vec4 unused_1_0;
						bvec4 unity_MetaFragmentControl;
						vec4 unused_1_2;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vs_COLOR0.xyz;
					    u_xlat0.xyz = log2(u_xlat0.xyz);
					    u_xlat3 = unity_OneOverOutputBoost;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat3);
					    u_xlat0.xyz = exp2(u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(vec3(unity_MaxOutputValue, unity_MaxOutputValue, unity_MaxOutputValue)));
					    u_xlat0.w = 1.0;
					    u_xlat0 = (unity_MetaFragmentControl.x) ? u_xlat0 : vec4(0.0, 0.0, 0.0, 0.0);
					    SV_Target0 = (unity_MetaFragmentControl.y) ? vec4(0.0, 0.0, 0.0, 1.0) : u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "INSTANCING_ON" }
					"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[4];
						vec4 _Color;
						float unity_OneOverOutputBoost;
						float unity_MaxOutputValue;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityMetaPass {
						vec4 unused_1_0;
						bvec4 unity_MetaFragmentControl;
						vec4 unused_1_2;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vs_COLOR0.xyz;
					    u_xlat0.xyz = log2(u_xlat0.xyz);
					    u_xlat3 = unity_OneOverOutputBoost;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat3);
					    u_xlat0.xyz = exp2(u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(vec3(unity_MaxOutputValue, unity_MaxOutputValue, unity_MaxOutputValue)));
					    u_xlat0.w = 1.0;
					    u_xlat0 = (unity_MetaFragmentControl.x) ? u_xlat0 : vec4(0.0, 0.0, 0.0, 0.0);
					    SV_Target0 = (unity_MetaFragmentControl.y) ? vec4(0.0, 0.0, 0.0, 1.0) : u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "INSTANCING_ON" "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[4];
						vec4 _Color;
						float unity_OneOverOutputBoost;
						float unity_MaxOutputValue;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityMetaPass {
						vec4 unused_1_0;
						bvec4 unity_MetaFragmentControl;
						vec4 unused_1_2;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_COLOR0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vs_COLOR0.xyz;
					    u_xlat0.xyz = log2(u_xlat0.xyz);
					    u_xlat3 = unity_OneOverOutputBoost;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat3);
					    u_xlat0.xyz = exp2(u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(vec3(unity_MaxOutputValue, unity_MaxOutputValue, unity_MaxOutputValue)));
					    u_xlat0.w = 1.0;
					    u_xlat0 = (unity_MetaFragmentControl.x) ? u_xlat0 : vec4(0.0, 0.0, 0.0, 0.0);
					    SV_Target0 = (unity_MetaFragmentControl.y) ? vec4(0.0, 0.0, 0.0, 1.0) : u_xlat0;
					    return;
					}"
				}
			}
		}
	}
	Fallback "Legacy Shaders/Transparent/Diffuse"
}